911 lines
31 KiB
Perl
911 lines
31 KiB
Perl
# 2D preview of the tool paths of a single layer, using a thin line.
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# OpenGL is used to render the paths.
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# Vojtech also added a 2D simulation of under/over extrusion in a single layer.
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package Slic3r::GUI::Plater::2DToolpaths;
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use strict;
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use warnings;
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use utf8;
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use Slic3r::Print::State ':steps';
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use Wx qw(:misc :sizer :slider :statictext :keycode wxWHITE wxWANTS_CHARS);
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use Wx::Event qw(EVT_SLIDER EVT_KEY_DOWN);
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use base qw(Wx::Panel Class::Accessor);
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__PACKAGE__->mk_accessors(qw(print enabled));
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sub new {
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my $class = shift;
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my ($parent, $print) = @_;
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my $self = $class->SUPER::new($parent, -1, wxDefaultPosition, wxDefaultSize, wxWANTS_CHARS);
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$self->SetBackgroundColour(wxWHITE);
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# init GUI elements
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my $canvas = $self->{canvas} = Slic3r::GUI::Plater::2DToolpaths::Canvas->new($self, $print);
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my $slider = $self->{slider} = Wx::Slider->new(
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$self, -1,
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0, # default
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0, # min
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# we set max to a bogus non-zero value because the MSW implementation of wxSlider
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# will skip drawing the slider if max <= min:
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1, # max
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wxDefaultPosition,
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wxDefaultSize,
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wxVERTICAL | wxSL_INVERSE,
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);
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my $z_label = $self->{z_label} = Wx::StaticText->new($self, -1, "", wxDefaultPosition,
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[40,-1], wxALIGN_CENTRE_HORIZONTAL);
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$z_label->SetFont($Slic3r::GUI::small_font);
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my $vsizer = Wx::BoxSizer->new(wxVERTICAL);
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$vsizer->Add($slider, 1, wxALL | wxEXPAND | wxALIGN_CENTER, 3);
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$vsizer->Add($z_label, 0, wxALL | wxEXPAND | wxALIGN_CENTER, 3);
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my $sizer = Wx::BoxSizer->new(wxHORIZONTAL);
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$sizer->Add($canvas, 1, wxALL | wxEXPAND, 0);
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$sizer->Add($vsizer, 0, wxTOP | wxBOTTOM | wxEXPAND, 5);
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EVT_SLIDER($self, $slider, sub {
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$self->set_z($self->{layers_z}[$slider->GetValue])
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if $self->enabled;
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});
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EVT_KEY_DOWN($canvas, sub {
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my ($s, $event) = @_;
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if ($event->HasModifiers) {
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$event->Skip;
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} else {
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my $key = $event->GetKeyCode;
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if ($key == ord('D') || $key == WXK_LEFT) {
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# Keys: 'D' or WXK_LEFT
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$slider->SetValue($slider->GetValue - 1);
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$self->set_z($self->{layers_z}[$slider->GetValue]);
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} elsif ($key == ord('U') || $key == WXK_RIGHT) {
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# Keys: 'U' or WXK_RIGHT
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$slider->SetValue($slider->GetValue + 1);
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$self->set_z($self->{layers_z}[$slider->GetValue]);
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} elsif ($key >= ord('1') && $key <= ord('3')) {
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# Keys: '1' to '3'
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$canvas->set_simulation_mode($key - ord('1'));
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} else {
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$event->Skip;
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}
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}
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});
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$self->SetSizer($sizer);
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$self->SetMinSize($self->GetSize);
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$sizer->SetSizeHints($self);
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# init print
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$self->{print} = $print;
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$self->reload_print;
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return $self;
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}
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sub reload_print {
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my ($self) = @_;
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# we require that there's at least one object and the posSlice step
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# is performed on all of them (this ensures that _shifted_copies was
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# populated and we know the number of layers)
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if (!$self->print->object_step_done(STEP_SLICE)) {
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$self->enabled(0);
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$self->{slider}->Hide;
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$self->{canvas}->Refresh; # clears canvas
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return;
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}
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$self->{canvas}->bb($self->print->total_bounding_box);
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$self->{canvas}->_dirty(1);
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my %z = (); # z => 1
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foreach my $object (@{$self->{print}->objects}) {
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foreach my $layer (@{$object->layers}, @{$object->support_layers}) {
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$z{$layer->print_z} = 1;
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}
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}
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$self->enabled(1);
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$self->{layers_z} = [ sort { $a <=> $b } keys %z ];
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$self->{slider}->SetRange(0, scalar(@{$self->{layers_z}})-1);
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if ((my $z_idx = $self->{slider}->GetValue) <= $#{$self->{layers_z}}) {
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$self->set_z($self->{layers_z}[$z_idx]);
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} else {
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$self->{slider}->SetValue(0);
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$self->set_z($self->{layers_z}[0]) if @{$self->{layers_z}};
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}
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$self->{slider}->Show;
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$self->Layout;
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}
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sub set_z {
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my ($self, $z) = @_;
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return if !$self->enabled;
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$self->{z_label}->SetLabel(sprintf '%.2f', $z);
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$self->{canvas}->set_z($z);
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}
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package Slic3r::GUI::Plater::2DToolpaths::Canvas;
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use Wx::Event qw(EVT_PAINT EVT_SIZE EVT_IDLE EVT_MOUSEWHEEL EVT_MOUSE_EVENTS);
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use OpenGL qw(:glconstants :glfunctions :glufunctions :gluconstants);
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use base qw(Wx::GLCanvas Class::Accessor);
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use Wx::GLCanvas qw(:all);
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use List::Util qw(min max first);
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use Slic3r::Geometry qw(scale epsilon X Y);
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use Slic3r::Print::State ':steps';
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__PACKAGE__->mk_accessors(qw(
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print z layers color init
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bb
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_camera_bb
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_dirty
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_zoom
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_camera_target
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_drag_start_xy
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_texture_name
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_texture_size
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_extrusion_simulator
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_simulation_mode
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));
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sub new {
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my ($class, $parent, $print) = @_;
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my $self = (Wx::wxVERSION >= 3.000003) ?
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# The wxWidgets 3.0.3-beta have a bug, they crash with NULL attribute list.
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$class->SUPER::new($parent, -1, Wx::wxDefaultPosition, Wx::wxDefaultSize, 0, "",
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[WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_DEPTH_SIZE, 24, 0]) :
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$class->SUPER::new($parent);
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# Immediatelly force creation of the OpenGL context to consume the static variable s_wglContextAttribs.
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$self->GetContext();
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$self->print($print);
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$self->_zoom(1);
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# 2D point in model space
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$self->_camera_target(Slic3r::Pointf->new(0,0));
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# Texture for the extrusion simulator. The texture will be allocated / reallocated on Resize.
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$self->_texture_name(0);
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$self->_texture_size(Slic3r::Point->new(0,0));
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$self->_extrusion_simulator(Slic3r::ExtrusionSimulator->new());
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$self->_simulation_mode(0);
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EVT_PAINT($self, sub {
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my $dc = Wx::PaintDC->new($self);
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$self->Render($dc);
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});
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EVT_SIZE($self, sub { $self->_dirty(1) });
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EVT_IDLE($self, sub {
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return unless $self->_dirty;
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return if !$self->IsShownOnScreen;
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$self->Resize;
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$self->Refresh;
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});
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EVT_MOUSEWHEEL($self, sub {
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my ($self, $e) = @_;
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return if !$self->GetParent->enabled;
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my $old_zoom = $self->_zoom;
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# Calculate the zoom delta and apply it to the current zoom factor
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my $zoom = -$e->GetWheelRotation() / $e->GetWheelDelta();
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$zoom = max(min($zoom, 4), -4);
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$zoom /= 10;
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$self->_zoom($self->_zoom / (1-$zoom));
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$self->_zoom(1.25) if $self->_zoom > 1.25; # prevent from zooming out too much
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{
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# In order to zoom around the mouse point we need to translate
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# the camera target. This math is almost there but not perfect yet...
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my $camera_bb_size = $self->_camera_bb->size;
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my $size = Slic3r::Pointf->new($self->GetSizeWH);
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my $pos = Slic3r::Pointf->new($e->GetPositionXY);
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# calculate the zooming center in pixel coordinates relative to the viewport center
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my $vec = Slic3r::Pointf->new($pos->x - $size->x/2, $pos->y - $size->y/2); #-
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# calculate where this point will end up after applying the new zoom
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my $vec2 = $vec->clone;
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$vec2->scale($old_zoom / $self->_zoom);
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# move the camera target by the difference of the two positions
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$self->_camera_target->translate(
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-($vec->x - $vec2->x) * $camera_bb_size->x / $size->x,
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($vec->y - $vec2->y) * $camera_bb_size->y / $size->y, #//
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);
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}
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$self->_dirty(1);
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});
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EVT_MOUSE_EVENTS($self, \&mouse_event);
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return $self;
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}
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sub Destroy {
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my ($self) = @_;
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# Deallocate the OpenGL resources.
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my $context = $self->GetContext;
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if ($context and $self->texture_id) {
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$self->SetCurrent($context);
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glDeleteTextures(1, ($self->texture_id));
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$self->SetCurrent(0);
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$self->texture_id(0);
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$self->texture_size(new Slic3r::Point(0, 0));
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}
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return $self->SUPER::Destroy;
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}
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sub mouse_event {
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my ($self, $e) = @_;
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return if !$self->GetParent->enabled;
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my $pos = Slic3r::Pointf->new($e->GetPositionXY);
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if ($e->Entering && (&Wx::wxMSW || $^O eq 'linux')) {
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# wxMSW and Linux needs focus in order to catch key events
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$self->SetFocus;
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} elsif ($e->Dragging) {
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if ($e->LeftIsDown || $e->MiddleIsDown || $e->RightIsDown) {
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# if dragging, translate view
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if (defined $self->_drag_start_xy) {
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my $move = $self->_drag_start_xy->vector_to($pos); # in pixels
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# get viewport and camera size in order to convert pixel to model units
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my ($x, $y) = $self->GetSizeWH;
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my $camera_bb_size = $self->_camera_bb->size;
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# compute translation in model units
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$self->_camera_target->translate(
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-$move->x * $camera_bb_size->x / $x,
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$move->y * $camera_bb_size->y / $y, # /**
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);
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$self->_dirty(1);
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}
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$self->_drag_start_xy($pos);
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}
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} elsif ($e->LeftUp || $e->MiddleUp || $e->RightUp) {
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$self->_drag_start_xy(undef);
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} else {
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$e->Skip();
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}
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}
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sub set_z {
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my ($self, $z) = @_;
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my $print = $self->print;
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# can we have interlaced layers?
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my $interlaced = (defined first { $_->config->support_material } @{$print->objects})
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|| (defined first { $_->config->infill_every_layers > 1 } @{$print->regions});
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my $max_layer_height = $print->max_allowed_layer_height;
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my @layers = ();
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foreach my $object (@{$print->objects}) {
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foreach my $layer (@{$object->layers}, @{$object->support_layers}) {
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if ($interlaced) {
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push @layers, $layer
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if $z > ($layer->print_z - $max_layer_height - epsilon)
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&& $z <= $layer->print_z + epsilon;
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} else {
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push @layers, $layer if abs($layer->print_z - $z) < epsilon;
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}
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}
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}
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# reverse layers so that we draw the lowermost (i.e. current) on top
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$self->z($z);
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$self->layers([ reverse @layers ]);
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$self->Refresh;
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}
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sub set_simulation_mode
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{
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my ($self, $mode) = @_;
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$self->_simulation_mode($mode);
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$self->_dirty(1);
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$self->Refresh;
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}
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sub Render {
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my ($self, $dc) = @_;
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# prevent calling SetCurrent() when window is not shown yet
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return unless $self->IsShownOnScreen;
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return unless my $context = $self->GetContext;
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$self->SetCurrent($context);
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$self->InitGL;
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glClearColor(1, 1, 1, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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if (!$self->GetParent->enabled || !$self->layers) {
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$self->SwapBuffers;
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return;
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}
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glDisable(GL_DEPTH_TEST);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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if ($self->_simulation_mode and $self->_texture_name and $self->_texture_size->x() > 0 and $self->_texture_size->y() > 0) {
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$self->_simulate_extrusion();
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my ($x, $y) = $self->GetSizeWH;
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glEnable(GL_TEXTURE_2D);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,GL_REPLACE);
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glBindTexture(GL_TEXTURE_2D, $self->_texture_name);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexImage2D_c(GL_TEXTURE_2D,
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0, # level (0 normal, heighr is form mip-mapping)
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GL_RGBA, # internal format
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$self->_texture_size->x(), $self->_texture_size->y(),
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0, # border
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GL_RGBA, # format RGBA color data
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GL_UNSIGNED_BYTE, # unsigned byte data
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$self->_extrusion_simulator->image_ptr()); # ptr to texture data
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0, 1, 0, 1, 0, 1);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glVertex2f(0, 0);
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glTexCoord2f($x/$self->_texture_size->x(), 0);
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glVertex2f(1, 0);
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glTexCoord2f($x/$self->_texture_size->x(), $y/$self->_texture_size->y());
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glVertex2f(1, 1);
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glTexCoord2f(0, $y/$self->_texture_size->y());
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glVertex2f(0, 1);
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glEnd();
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glPopMatrix();
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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# anti-alias
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if (0) {
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glEnable(GL_LINE_SMOOTH);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
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glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
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}
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# Tesselator triangulates polygons with holes on the fly for the rendering purposes only.
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my $tess;
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if ($self->_simulation_mode() == 0 and !(&Wx::wxMSW && $OpenGL::VERSION < 0.6704)) {
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# We can't use the GLU tesselator on MSW with older OpenGL versions
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# because of an upstream bug:
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# http://sourceforge.net/p/pogl/bugs/16/
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$tess = gluNewTess();
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gluTessCallback($tess, GLU_TESS_BEGIN, 'DEFAULT');
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gluTessCallback($tess, GLU_TESS_END, 'DEFAULT');
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gluTessCallback($tess, GLU_TESS_VERTEX, 'DEFAULT');
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gluTessCallback($tess, GLU_TESS_COMBINE, 'DEFAULT');
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gluTessCallback($tess, GLU_TESS_ERROR, 'DEFAULT');
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gluTessCallback($tess, GLU_TESS_EDGE_FLAG, 'DEFAULT');
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}
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foreach my $layer (@{$self->layers}) {
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my $object = $layer->object;
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# only draw the slice for the current layer
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next unless abs($layer->print_z - $self->z) < epsilon;
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# draw slice contour
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glLineWidth(1);
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foreach my $copy (@{ $object->_shifted_copies }) {
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glPushMatrix();
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glTranslatef(@$copy, 0);
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foreach my $slice (@{$layer->slices}) {
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glColor3f(0.95, 0.95, 0.95);
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if ($tess) {
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gluTessBeginPolygon($tess);
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foreach my $polygon (@$slice) {
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gluTessBeginContour($tess);
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gluTessVertex_p($tess, @$_, 0) for @$polygon;
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gluTessEndContour($tess);
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}
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gluTessEndPolygon($tess);
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}
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glColor3f(0.9, 0.9, 0.9);
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foreach my $polygon (@$slice) {
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foreach my $line (@{$polygon->lines}) {
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glBegin(GL_LINES);
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glVertex2f(@{$line->a});
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glVertex2f(@{$line->b});
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glEnd();
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}
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}
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}
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glPopMatrix();
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}
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}
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my $skirt_drawn = 0;
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my $brim_drawn = 0;
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foreach my $layer (@{$self->layers}) {
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my $object = $layer->object;
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my $print_z = $layer->print_z;
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# draw brim
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if ($self->print->step_done(STEP_BRIM) && $layer->id == 0 && !$brim_drawn) {
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$self->color([0, 0, 0]);
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$self->_draw(undef, $print_z, $_) for @{$self->print->brim};
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$brim_drawn = 1;
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}
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if ($self->print->step_done(STEP_SKIRT)
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&& ($self->print->has_infinite_skirt() || $self->print->config->skirt_height > $layer->id)
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&& !$skirt_drawn) {
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$self->color([0, 0, 0]);
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$self->_draw(undef, $print_z, $_) for @{$self->print->skirt};
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$skirt_drawn = 1;
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}
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foreach my $layerm (@{$layer->regions}) {
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if ($object->step_done(STEP_PERIMETERS)) {
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$self->color([0.7, 0, 0]);
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$self->_draw($object, $print_z, $_) for map @$_, @{$layerm->perimeters};
|
||
}
|
||
|
||
if ($object->step_done(STEP_INFILL)) {
|
||
$self->color([0, 0, 0.7]);
|
||
$self->_draw($object, $print_z, $_) for map @$_, @{$layerm->fills};
|
||
}
|
||
}
|
||
|
||
if ($object->step_done(STEP_SUPPORTMATERIAL)) {
|
||
if ($layer->isa('Slic3r::Layer::Support')) {
|
||
$self->color([0, 0, 0]);
|
||
$self->_draw($object, $print_z, $_) for @{$layer->support_fills};
|
||
}
|
||
}
|
||
}
|
||
|
||
gluDeleteTess($tess) if $tess;
|
||
$self->SwapBuffers;
|
||
}
|
||
|
||
sub _draw {
|
||
my ($self, $object, $print_z, $path) = @_;
|
||
|
||
my @paths = ($path->isa('Slic3r::ExtrusionLoop') || $path->isa('Slic3r::ExtrusionMultiPath'))
|
||
? @$path
|
||
: ($path);
|
||
|
||
$self->_draw_path($object, $print_z, $_) for @paths;
|
||
}
|
||
|
||
sub _draw_path {
|
||
my ($self, $object, $print_z, $path) = @_;
|
||
|
||
return if $print_z - $path->height > $self->z - epsilon;
|
||
|
||
if (abs($print_z - $self->z) < epsilon) {
|
||
glColor3f(@{$self->color});
|
||
} else {
|
||
glColor3f(0.8, 0.8, 0.8);
|
||
}
|
||
|
||
glLineWidth(1);
|
||
|
||
if (defined $object) {
|
||
foreach my $copy (@{ $object->_shifted_copies }) {
|
||
glPushMatrix();
|
||
glTranslatef(@$copy, 0);
|
||
foreach my $line (@{$path->polyline->lines}) {
|
||
glBegin(GL_LINES);
|
||
glVertex2f(@{$line->a});
|
||
glVertex2f(@{$line->b});
|
||
glEnd();
|
||
}
|
||
glPopMatrix();
|
||
}
|
||
} else {
|
||
foreach my $line (@{$path->polyline->lines}) {
|
||
glBegin(GL_LINES);
|
||
glVertex2f(@{$line->a});
|
||
glVertex2f(@{$line->b});
|
||
glEnd();
|
||
}
|
||
}
|
||
}
|
||
|
||
sub _simulate_extrusion {
|
||
my ($self) = @_;
|
||
$self->_extrusion_simulator->reset_accumulator();
|
||
foreach my $layer (@{$self->layers}) {
|
||
if (abs($layer->print_z - $self->z) < epsilon) {
|
||
my $object = $layer->object;
|
||
my @shifts = (defined $object) ? @{$object->_shifted_copies} : (Slic3r::Point->new(0, 0));
|
||
foreach my $layerm (@{$layer->regions}) {
|
||
my @extrusions = ();
|
||
if ($object->step_done(STEP_PERIMETERS)) {
|
||
push @extrusions, @$_ for @{$layerm->perimeters};
|
||
}
|
||
if ($object->step_done(STEP_INFILL)) {
|
||
push @extrusions, @$_ for @{$layerm->fills};
|
||
}
|
||
foreach my $extrusion_entity (@extrusions) {
|
||
my @paths = ($extrusion_entity->isa('Slic3r::ExtrusionLoop') || $extrusion_entity->isa('Slic3r::ExtrusionMultiPath'))
|
||
? @$extrusion_entity
|
||
: ($extrusion_entity);
|
||
foreach my $path (@paths) {
|
||
print "width: ", $path->width,
|
||
" height: ", $path->height,
|
||
" mm3_per_mm: ", $path->mm3_per_mm,
|
||
" height2: ", $path->mm3_per_mm / $path->height,
|
||
"\n";
|
||
$self->_extrusion_simulator->extrude_to_accumulator($path, $_, $self->_simulation_mode()) for @shifts;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
$self->_extrusion_simulator->evaluate_accumulator($self->_simulation_mode());
|
||
}
|
||
|
||
sub InitGL {
|
||
my $self = shift;
|
||
|
||
return if $self->init;
|
||
return unless $self->GetContext;
|
||
|
||
my $texture_id = 0;
|
||
($texture_id) = glGenTextures_p(1);
|
||
$self->_texture_name($texture_id);
|
||
$self->init(1);
|
||
}
|
||
|
||
sub GetContext {
|
||
my ($self) = @_;
|
||
return $self->{context} ||= Wx::GLContext->new($self);
|
||
}
|
||
|
||
sub SetCurrent {
|
||
my ($self, $context) = @_;
|
||
return $self->SUPER::SetCurrent($context);
|
||
}
|
||
|
||
sub Resize {
|
||
my ($self) = @_;
|
||
|
||
return unless $self->GetContext;
|
||
return unless $self->bb;
|
||
$self->_dirty(0);
|
||
|
||
$self->SetCurrent($self->GetContext);
|
||
my ($x, $y) = $self->GetSizeWH;
|
||
|
||
if ($self->_texture_size->x() < $x or $self->_texture_size->y() < $y) {
|
||
# Allocate a large enough OpenGL texture with power of 2 dimensions.
|
||
$self->_texture_size->set_x(1) if ($self->_texture_size->x() == 0);
|
||
$self->_texture_size->set_y(1) if ($self->_texture_size->y() == 0);
|
||
$self->_texture_size->set_x($self->_texture_size->x() * 2) while ($self->_texture_size->x() < $x);
|
||
$self->_texture_size->set_y($self->_texture_size->y() * 2) while ($self->_texture_size->y() < $y);
|
||
#print "screen size ", $x, "x", $y;
|
||
#print "texture size ", $self->_texture_size->x(), "x", $self->_texture_size->y();
|
||
# Initialize an empty texture.
|
||
glBindTexture(GL_TEXTURE_2D, $self->_texture_name);
|
||
if (1) {
|
||
glTexImage2D_c(GL_TEXTURE_2D,
|
||
0, # level (0 normal, heighr is form mip-mapping)
|
||
GL_RGBA, # internal format
|
||
$self->_texture_size->x(), $self->_texture_size->y(),
|
||
0, # border
|
||
GL_RGBA, # format RGBA color data
|
||
GL_UNSIGNED_BYTE, # unsigned byte data
|
||
0); # ptr to texture data
|
||
}
|
||
glBindTexture(GL_TEXTURE_2D, 0);
|
||
$self->_extrusion_simulator->set_image_size($self->_texture_size);
|
||
}
|
||
$self->_extrusion_simulator->set_viewport(Slic3r::Geometry::BoundingBox->new_from_points(
|
||
[Slic3r::Point->new(0, 0), Slic3r::Point->new($x, $y)]));
|
||
|
||
glViewport(0, 0, $x, $y);
|
||
|
||
glMatrixMode(GL_PROJECTION);
|
||
glLoadIdentity();
|
||
|
||
my $bb = $self->bb->clone;
|
||
|
||
# rescale in dependence of window aspect ratio
|
||
my $bb_size = $bb->size;
|
||
my $ratio_x = ($x != 0.0) ? $bb_size->x / $x : 1.0;
|
||
my $ratio_y = ($y != 0.0) ? $bb_size->y / $y : 1.0;
|
||
|
||
if ($ratio_y < $ratio_x) {
|
||
if ($ratio_y != 0.0) {
|
||
my $new_size_y = $bb_size->y * $ratio_x / $ratio_y;
|
||
my $half_delta_size_y = 0.5 * ($new_size_y - $bb_size->y);
|
||
$bb->set_y_min($bb->y_min - $half_delta_size_y);
|
||
$bb->set_y_max($bb->y_max + $half_delta_size_y);
|
||
}
|
||
} elsif ($ratio_x < $ratio_y) {
|
||
if ($ratio_x != 0.0) {
|
||
my $new_size_x = $bb_size->x * $ratio_y / $ratio_x;
|
||
my $half_delta_size_x = 0.5 * ($new_size_x - $bb_size->x);
|
||
$bb->set_x_min($bb->x_min - $half_delta_size_x);
|
||
$bb->set_x_max($bb->x_max + $half_delta_size_x);
|
||
}
|
||
}
|
||
|
||
# center bounding box around origin before scaling it
|
||
my $bb_center = $bb->center;
|
||
$bb->translate(@{$bb_center->negative});
|
||
|
||
# scale bounding box according to zoom factor
|
||
$bb->scale($self->_zoom);
|
||
|
||
# reposition bounding box around original center
|
||
$bb->translate(@{$bb_center});
|
||
|
||
# translate camera
|
||
$bb->translate(@{$self->_camera_target});
|
||
|
||
# # keep camera_bb within total bb
|
||
# # (i.e. prevent user from panning outside the bounding box)
|
||
# {
|
||
# my @translate = (0,0);
|
||
# if ($bb->x_min < $self->bb->x_min) {
|
||
# $translate[X] += $self->bb->x_min - $bb->x_min;
|
||
# }
|
||
# if ($bb->y_min < $self->bb->y_min) {
|
||
# $translate[Y] += $self->bb->y_min - $bb->y_min;
|
||
# }
|
||
# if ($bb->x_max > $self->bb->x_max) {
|
||
# $translate[X] -= $bb->x_max - $self->bb->x_max;
|
||
# }
|
||
# if ($bb->y_max > $self->bb->y_max) {
|
||
# $translate[Y] -= $bb->y_max - $self->bb->y_max;
|
||
# }
|
||
# $self->_camera_target->translate(@translate);
|
||
# $bb->translate(@translate);
|
||
# }
|
||
|
||
# save camera
|
||
$self->_camera_bb($bb);
|
||
|
||
my ($x1, $y1, $x2, $y2) = ($bb->x_min, $bb->y_min, $bb->x_max, $bb->y_max);
|
||
if (($x2 - $x1)/($y2 - $y1) > $x/$y) {
|
||
# adjust Y
|
||
my $new_y = $y * ($x2 - $x1) / $x;
|
||
$y1 = ($y2 + $y1)/2 - $new_y/2;
|
||
$y2 = $y1 + $new_y;
|
||
} else {
|
||
my $new_x = $x * ($y2 - $y1) / $y;
|
||
$x1 = ($x2 + $x1)/2 - $new_x/2;
|
||
$x2 = $x1 + $new_x;
|
||
}
|
||
glOrtho($x1, $x2, $y1, $y2, 0, 1);
|
||
|
||
# Set the adjusted bounding box at the extrusion simulator.
|
||
#print "Scene bbox ", $bb->x_min, ",", $bb->y_min, " ", $bb->x_max, ",", $bb->y_max, "\n";
|
||
#print "Setting simulator bbox ", $x1, ",", $y1, " ", $x2, ",", $y2, "\n";
|
||
$self->_extrusion_simulator->set_bounding_box(
|
||
Slic3r::Geometry::BoundingBox->new_from_points(
|
||
[Slic3r::Point->new($x1, $y1), Slic3r::Point->new($x2, $y2)]));
|
||
|
||
glMatrixMode(GL_MODELVIEW);
|
||
}
|
||
|
||
# Thick line drawing is not used anywhere. Probably not tested?
|
||
sub line {
|
||
my (
|
||
$x1, $y1, $x2, $y2, # coordinates of the line
|
||
$w, # width/thickness of the line in pixel
|
||
$Cr, $Cg, $Cb, # RGB color components
|
||
$Br, $Bg, $Bb, # color of background when alphablend=false
|
||
# Br=alpha of color when alphablend=true
|
||
$alphablend, # use alpha blend or not
|
||
) = @_;
|
||
|
||
my $t;
|
||
my $R;
|
||
my $f = $w - int($w);
|
||
my $A;
|
||
|
||
if ($alphablend) {
|
||
$A = $Br;
|
||
} else {
|
||
$A = 1;
|
||
}
|
||
|
||
# determine parameters t,R
|
||
if ($w >= 0 && $w < 1) {
|
||
$t = 0.05; $R = 0.48 + 0.32 * $f;
|
||
if (!$alphablend) {
|
||
$Cr += 0.88 * (1-$f);
|
||
$Cg += 0.88 * (1-$f);
|
||
$Cb += 0.88 * (1-$f);
|
||
$Cr = 1.0 if ($Cr > 1.0);
|
||
$Cg = 1.0 if ($Cg > 1.0);
|
||
$Cb = 1.0 if ($Cb > 1.0);
|
||
} else {
|
||
$A *= $f;
|
||
}
|
||
} elsif ($w >= 1.0 && $w < 2.0) {
|
||
$t = 0.05 + $f*0.33; $R = 0.768 + 0.312*$f;
|
||
} elsif ($w >= 2.0 && $w < 3.0) {
|
||
$t = 0.38 + $f*0.58; $R = 1.08;
|
||
} elsif ($w >= 3.0 && $w < 4.0) {
|
||
$t = 0.96 + $f*0.48; $R = 1.08;
|
||
} elsif ($w >= 4.0 && $w < 5.0) {
|
||
$t= 1.44 + $f*0.46; $R = 1.08;
|
||
} elsif ($w >= 5.0 && $w < 6.0) {
|
||
$t= 1.9 + $f*0.6; $R = 1.08;
|
||
} elsif ($w >= 6.0) {
|
||
my $ff = $w - 6.0;
|
||
$t = 2.5 + $ff*0.50; $R = 1.08;
|
||
}
|
||
#printf( "w=%f, f=%f, C=%.4f\n", $w, $f, $C);
|
||
|
||
# determine angle of the line to horizontal
|
||
my $tx = 0; my $ty = 0; # core thinkness of a line
|
||
my $Rx = 0; my $Ry = 0; # fading edge of a line
|
||
my $cx = 0; my $cy = 0; # cap of a line
|
||
my $ALW = 0.01;
|
||
my $dx = $x2 - $x1;
|
||
my $dy = $y2 - $y1;
|
||
if (abs($dx) < $ALW) {
|
||
# vertical
|
||
$tx = $t; $ty = 0;
|
||
$Rx = $R; $Ry = 0;
|
||
if ($w > 0.0 && $w < 1.0) {
|
||
$tx *= 8;
|
||
} elsif ($w == 1.0) {
|
||
$tx *= 10;
|
||
}
|
||
} elsif (abs($dy) < $ALW) {
|
||
#horizontal
|
||
$tx = 0; $ty = $t;
|
||
$Rx = 0; $Ry = $R;
|
||
if ($w > 0.0 && $w < 1.0) {
|
||
$ty *= 8;
|
||
} elsif ($w == 1.0) {
|
||
$ty *= 10;
|
||
}
|
||
} else {
|
||
if ($w < 3) { # approximate to make things even faster
|
||
my $m = $dy/$dx;
|
||
# and calculate tx,ty,Rx,Ry
|
||
if ($m > -0.4142 && $m <= 0.4142) {
|
||
# -22.5 < $angle <= 22.5, approximate to 0 (degree)
|
||
$tx = $t * 0.1; $ty = $t;
|
||
$Rx = $R * 0.6; $Ry = $R;
|
||
} elsif ($m > 0.4142 && $m <= 2.4142) {
|
||
# 22.5 < $angle <= 67.5, approximate to 45 (degree)
|
||
$tx = $t * -0.7071; $ty = $t * 0.7071;
|
||
$Rx = $R * -0.7071; $Ry = $R * 0.7071;
|
||
} elsif ($m > 2.4142 || $m <= -2.4142) {
|
||
# 67.5 < $angle <= 112.5, approximate to 90 (degree)
|
||
$tx = $t; $ty = $t*0.1;
|
||
$Rx = $R; $Ry = $R*0.6;
|
||
} elsif ($m > -2.4142 && $m < -0.4142) {
|
||
# 112.5 < angle < 157.5, approximate to 135 (degree)
|
||
$tx = $t * 0.7071; $ty = $t * 0.7071;
|
||
$Rx = $R * 0.7071; $Ry = $R * 0.7071;
|
||
} else {
|
||
# error in determining angle
|
||
printf("error in determining angle: m=%.4f\n", $m);
|
||
}
|
||
} else { # calculate to exact
|
||
$dx= $y1 - $y2;
|
||
$dy= $x2 - $x1;
|
||
my $L = sqrt($dx*$dx + $dy*$dy);
|
||
$dx /= $L;
|
||
$dy /= $L;
|
||
$cx = -0.6*$dy; $cy=0.6*$dx;
|
||
$tx = $t*$dx; $ty = $t*$dy;
|
||
$Rx = $R*$dx; $Ry = $R*$dy;
|
||
}
|
||
}
|
||
|
||
# draw the line by triangle strip
|
||
glBegin(GL_TRIANGLE_STRIP);
|
||
if (!$alphablend) {
|
||
glColor3f($Br, $Bg, $Bb);
|
||
} else {
|
||
glColor4f($Cr, $Cg, $Cb, 0);
|
||
}
|
||
glVertex2f($x1 - $tx - $Rx, $y1 - $ty - $Ry); # fading edge
|
||
glVertex2f($x2 - $tx - $Rx, $y2 - $ty - $Ry);
|
||
|
||
if (!$alphablend) {
|
||
glColor3f($Cr, $Cg, $Cb);
|
||
} else {
|
||
glColor4f($Cr, $Cg, $Cb, $A);
|
||
}
|
||
glVertex2f($x1 - $tx, $y1 - $ty); # core
|
||
glVertex2f($x2 - $tx, $y2 - $ty);
|
||
glVertex2f($x1 + $tx, $y1 + $ty);
|
||
glVertex2f($x2 + $tx, $y2 + $ty);
|
||
|
||
if ((abs($dx) < $ALW || abs($dy) < $ALW) && $w <= 1.0) {
|
||
# printf("skipped one fading edge\n");
|
||
} else {
|
||
if (!$alphablend) {
|
||
glColor3f($Br, $Bg, $Bb);
|
||
} else {
|
||
glColor4f($Cr, $Cg, $Cb, 0);
|
||
}
|
||
glVertex2f($x1 + $tx+ $Rx, $y1 + $ty + $Ry); # fading edge
|
||
glVertex2f($x2 + $tx+ $Rx, $y2 + $ty + $Ry);
|
||
}
|
||
glEnd();
|
||
|
||
# cap
|
||
if ($w < 3) {
|
||
# do not draw cap
|
||
} else {
|
||
# draw cap
|
||
glBegin(GL_TRIANGLE_STRIP);
|
||
if (!$alphablend) {
|
||
glColor3f($Br, $Bg, $Bb);
|
||
} else {
|
||
glColor4f($Cr, $Cg, $Cb, 0);
|
||
}
|
||
glVertex2f($x1 - $Rx + $cx, $y1 - $Ry + $cy);
|
||
glVertex2f($x1 + $Rx + $cx, $y1 + $Ry + $cy);
|
||
glColor3f($Cr, $Cg, $Cb);
|
||
glVertex2f($x1 - $tx - $Rx, $y1 - $ty - $Ry);
|
||
glVertex2f($x1 + $tx + $Rx, $y1 + $ty + $Ry);
|
||
glEnd();
|
||
glBegin(GL_TRIANGLE_STRIP);
|
||
if (!$alphablend) {
|
||
glColor3f($Br, $Bg, $Bb);
|
||
} else {
|
||
glColor4f($Cr, $Cg, $Cb, 0);
|
||
}
|
||
glVertex2f($x2 - $Rx - $cx, $y2 - $Ry - $cy);
|
||
glVertex2f($x2 + $Rx - $cx, $y2 + $Ry - $cy);
|
||
glColor3f($Cr, $Cg, $Cb);
|
||
glVertex2f($x2 - $tx - $Rx, $y2 - $ty - $Ry);
|
||
glVertex2f($x2 + $tx + $Rx, $y2 + $ty + $Ry);
|
||
glEnd();
|
||
}
|
||
}
|
||
|
||
|
||
package Slic3r::GUI::Plater::2DToolpaths::Dialog;
|
||
|
||
use Wx qw(:dialog :id :misc :sizer);
|
||
use Wx::Event qw(EVT_CLOSE);
|
||
use base 'Wx::Dialog';
|
||
|
||
sub new {
|
||
my $class = shift;
|
||
my ($parent, $print) = @_;
|
||
my $self = $class->SUPER::new($parent, -1, "Toolpaths", wxDefaultPosition, [500,500], wxDEFAULT_DIALOG_STYLE | wxRESIZE_BORDER);
|
||
|
||
my $sizer = Wx::BoxSizer->new(wxVERTICAL);
|
||
$sizer->Add(Slic3r::GUI::Plater::2DToolpaths->new($self, $print), 1, wxEXPAND, 0);
|
||
$self->SetSizer($sizer);
|
||
$self->SetMinSize($self->GetSize);
|
||
|
||
# needed to actually free memory
|
||
EVT_CLOSE($self, sub {
|
||
$self->EndModal(wxID_OK);
|
||
$self->Destroy;
|
||
});
|
||
|
||
return $self;
|
||
}
|
||
|
||
1;
|