1032 lines
26 KiB
C++
1032 lines
26 KiB
C++
#include "GLCanvas3D.hpp"
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#include "../../slic3r/GUI/3DScene.hpp"
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#include "../../libslic3r/ClipperUtils.hpp"
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#include <wx/glcanvas.h>
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#include <iostream>
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static const bool TURNTABLE_MODE = true;
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static const float GIMBALL_LOCK_THETA_MAX = 180.0f;
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static const float GROUND_Z = -0.02f;
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// phi / theta angles to orient the camera.
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static const float VIEW_DEFAULT[2] = { 45.0f, 45.0f };
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static const float VIEW_LEFT[2] = { 90.0f, 90.0f };
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static const float VIEW_RIGHT[2] = { -90.0f, 90.0f };
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static const float VIEW_TOP[2] = { 0.0f, 0.0f };
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static const float VIEW_BOTTOM[2] = { 0.0f, 180.0f };
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static const float VIEW_FRONT[2] = { 0.0f, 90.0f };
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static const float VIEW_REAR[2] = { 180.0f, 90.0f };
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namespace Slic3r {
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namespace GUI {
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bool GeometryBuffer::set_from_triangles(const Polygons& triangles, float z)
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{
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m_data.clear();
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unsigned int size = 9 * (unsigned int)triangles.size();
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if (size == 0)
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return false;
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m_data = std::vector<float>(size, 0.0f);
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unsigned int coord = 0;
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for (const Polygon& t : triangles)
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{
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for (unsigned int v = 0; v < 3; ++v)
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{
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const Point& p = t.points[v];
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m_data[coord++] = (float)unscale(p.x);
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m_data[coord++] = (float)unscale(p.y);
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m_data[coord++] = z;
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}
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}
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return true;
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}
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bool GeometryBuffer::set_from_lines(const Lines& lines, float z)
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{
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m_data.clear();
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unsigned int size = 6 * (unsigned int)lines.size();
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if (size == 0)
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return false;
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m_data = std::vector<float>(size, 0.0f);
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unsigned int coord = 0;
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for (const Line& l : lines)
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{
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m_data[coord++] = (float)unscale(l.a.x);
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m_data[coord++] = (float)unscale(l.a.y);
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m_data[coord++] = z;
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m_data[coord++] = (float)unscale(l.b.x);
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m_data[coord++] = (float)unscale(l.b.y);
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m_data[coord++] = z;
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}
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return true;
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}
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const float* GeometryBuffer::get_data() const
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{
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return m_data.data();
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}
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unsigned int GeometryBuffer::get_data_size() const
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{
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return (unsigned int)m_data.size();
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}
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GLCanvas3D::Camera::Camera()
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: m_type(CT_Ortho)
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, m_zoom(1.0f)
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, m_phi(45.0f)
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, m_theta(45.0f)
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, m_distance(0.0f)
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, m_target(0.0, 0.0, 0.0)
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{
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}
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GLCanvas3D::Camera::EType GLCanvas3D::Camera::get_type() const
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{
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return m_type;
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}
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void GLCanvas3D::Camera::set_type(GLCanvas3D::Camera::EType type)
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{
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m_type = type;
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}
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std::string GLCanvas3D::Camera::get_type_as_string() const
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{
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switch (m_type)
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{
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default:
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case CT_Unknown:
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return "unknown";
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case CT_Perspective:
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return "perspective";
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case CT_Ortho:
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return "ortho";
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};
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}
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float GLCanvas3D::Camera::get_zoom() const
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{
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return m_zoom;
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}
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void GLCanvas3D::Camera::set_zoom(float zoom)
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{
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m_zoom = zoom;
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}
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float GLCanvas3D::Camera::get_phi() const
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{
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return m_phi;
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}
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void GLCanvas3D::Camera::set_phi(float phi)
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{
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m_phi = phi;
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}
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float GLCanvas3D::Camera::get_theta() const
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{
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return m_theta;
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}
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void GLCanvas3D::Camera::set_theta(float theta)
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{
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m_theta = theta;
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// clamp angle
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if (m_theta > GIMBALL_LOCK_THETA_MAX)
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m_theta = GIMBALL_LOCK_THETA_MAX;
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if (m_theta < 0.0f)
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m_theta = 0.0f;
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}
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float GLCanvas3D::Camera::get_distance() const
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{
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return m_distance;
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}
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void GLCanvas3D::Camera::set_distance(float distance)
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{
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m_distance = distance;
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}
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const Pointf3& GLCanvas3D::Camera::get_target() const
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{
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return m_target;
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}
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void GLCanvas3D::Camera::set_target(const Pointf3& target)
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{
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m_target = target;
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}
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const Pointfs& GLCanvas3D::Bed::get_shape() const
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{
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return m_shape;
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}
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void GLCanvas3D::Bed::set_shape(const Pointfs& shape)
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{
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m_shape = shape;
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_calc_bounding_box();
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ExPolygon poly;
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for (const Pointf& p : m_shape)
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{
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poly.contour.append(Point(scale_(p.x), scale_(p.y)));
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}
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_calc_triangles(poly);
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const BoundingBox& bed_bbox = poly.contour.bounding_box();
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_calc_gridlines(poly, bed_bbox);
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m_polygon = offset_ex(poly.contour, bed_bbox.radius() * 1.7, jtRound, scale_(0.5))[0].contour;
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}
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const BoundingBoxf3& GLCanvas3D::Bed::get_bounding_box() const
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{
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return m_bounding_box;
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}
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void GLCanvas3D::Bed::render()
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{
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unsigned int triangles_vcount = m_triangles.get_data_size() / 3;
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if (triangles_vcount > 0)
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{
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::glDisable(GL_DEPTH_TEST);
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::glEnable(GL_BLEND);
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::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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::glEnableClientState(GL_VERTEX_ARRAY);
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::glColor4f(0.8f, 0.6f, 0.5f, 0.4f);
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::glNormal3d(0.0f, 0.0f, 1.0f);
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::glVertexPointer(3, GL_FLOAT, 0, (GLvoid*)m_triangles.get_data());
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::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)triangles_vcount);
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// we need depth test for grid, otherwise it would disappear when looking
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//<2F>the object from below
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glEnable(GL_DEPTH_TEST);
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// draw grid
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unsigned int gridlines_vcount = m_gridlines.get_data_size() / 3;
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::glLineWidth(3.0f);
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::glColor4f(0.2f, 0.2f, 0.2f, 0.4f);
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::glVertexPointer(3, GL_FLOAT, 0, (GLvoid*)m_gridlines.get_data());
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::glDrawArrays(GL_LINES, 0, (GLsizei)gridlines_vcount);
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::glDisableClientState(GL_VERTEX_ARRAY);
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::glDisable(GL_BLEND);
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}
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}
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void GLCanvas3D::Bed::_calc_bounding_box()
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{
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m_bounding_box = BoundingBoxf3();
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for (const Pointf& p : m_shape)
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{
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m_bounding_box.merge(Pointf3(p.x, p.y, 0.0));
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}
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}
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void GLCanvas3D::Bed::_calc_triangles(const ExPolygon& poly)
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{
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Polygons triangles;
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poly.triangulate(&triangles);
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if (!m_triangles.set_from_triangles(triangles, GROUND_Z))
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printf("Unable to create bed triangles\n");
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}
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void GLCanvas3D::Bed::_calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox)
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{
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Polylines axes_lines;
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for (coord_t x = bed_bbox.min.x; x <= bed_bbox.max.x; x += scale_(10.0))
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{
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Polyline line;
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line.append(Point(x, bed_bbox.min.y));
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line.append(Point(x, bed_bbox.max.y));
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axes_lines.push_back(line);
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}
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for (coord_t y = bed_bbox.min.y; y <= bed_bbox.max.y; y += scale_(10.0))
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{
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Polyline line;
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line.append(Point(bed_bbox.min.x, y));
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line.append(Point(bed_bbox.max.x, y));
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axes_lines.push_back(line);
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}
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// clip with a slightly grown expolygon because our lines lay on the contours and may get erroneously clipped
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Lines gridlines = to_lines(intersection_pl(axes_lines, offset(poly, SCALED_EPSILON)));
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// append bed contours
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Lines contour_lines = to_lines(poly);
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std::copy(contour_lines.begin(), contour_lines.end(), std::back_inserter(gridlines));
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if (!m_gridlines.set_from_lines(gridlines, GROUND_Z))
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printf("Unable to create bed grid lines\n");
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}
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GLCanvas3D::Axes::Axes()
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: m_length(0.0f)
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{
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}
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const Pointf3& GLCanvas3D::Axes::get_origin() const
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{
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return m_origin;
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}
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void GLCanvas3D::Axes::set_origin(const Pointf3& origin)
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{
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m_origin = origin;
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}
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float GLCanvas3D::Axes::get_length() const
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{
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return m_length;
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}
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void GLCanvas3D::Axes::set_length(float length)
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{
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m_length = length;
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}
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void GLCanvas3D::Axes::render()
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{
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// disable depth testing so that axes are not covered by ground
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::glDisable(GL_DEPTH_TEST);
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::glLineWidth(2.0f);
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::glBegin(GL_LINES);
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// draw line for x axis
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::glColor3f(1.0f, 0.0f, 0.0f);
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::glVertex3f((float)m_origin.x, (float)m_origin.y, (float)m_origin.z);
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::glVertex3f((float)m_origin.x + m_length, (float)m_origin.y, (float)m_origin.z);
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// draw line for y axis
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::glColor3f(0.0f, 1.0f, 0.0f);
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::glVertex3f((float)m_origin.x, (float)m_origin.y, (float)m_origin.z);
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::glVertex3f((float)m_origin.x, (float)m_origin.y + m_length, (float)m_origin.z);
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::glEnd();
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// draw line for Z axis
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// (re-enable depth test so that axis is correctly shown when objects are behind it)
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::glEnable(GL_DEPTH_TEST);
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::glBegin(GL_LINES);
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::glColor3f(0.0f, 0.0f, 1.0f);
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::glVertex3f((float)m_origin.x, (float)m_origin.y, (float)m_origin.z);
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::glVertex3f((float)m_origin.x, (float)m_origin.y, (float)m_origin.z + m_length);
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::glEnd();
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}
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GLCanvas3D::CuttingPlane::CuttingPlane()
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: m_z(-1.0f)
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{
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}
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bool GLCanvas3D::CuttingPlane::set(float z, const ExPolygons& polygons)
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{
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m_z = z;
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// grow slices in order to display them better
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ExPolygons expolygons = offset_ex(polygons, scale_(0.1));
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Lines lines = to_lines(expolygons);
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return m_lines.set_from_lines(lines, m_z);
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}
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void GLCanvas3D::CuttingPlane::render_plane(const BoundingBoxf3& bb)
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{
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if (m_z >= 0.0f)
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{
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::glDisable(GL_CULL_FACE);
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::glDisable(GL_LIGHTING);
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::glEnable(GL_BLEND);
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::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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float margin = 20.0f;
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float min_x = bb.min.x - margin;
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float max_x = bb.max.x + margin;
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float min_y = bb.min.y - margin;
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float max_y = bb.max.y + margin;
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::glBegin(GL_QUADS);
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::glColor4f(0.8f, 0.8f, 0.8f, 0.5f);
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::glVertex3f(min_x, min_y, m_z);
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::glVertex3f(max_x, min_y, m_z);
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::glVertex3f(max_x, max_y, m_z);
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::glVertex3f(min_x, max_y, m_z);
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::glEnd();
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::glEnable(GL_CULL_FACE);
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::glDisable(GL_BLEND);
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}
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}
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void GLCanvas3D::CuttingPlane::render_contour()
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{
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::glEnableClientState(GL_VERTEX_ARRAY);
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if (m_z >= 0.0f)
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{
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unsigned int lines_vcount = m_lines.get_data_size() / 3;
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::glLineWidth(2.0f);
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::glColor3f(0.0f, 0.0f, 0.0f);
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::glVertexPointer(3, GL_FLOAT, 0, (GLvoid*)m_lines.get_data());
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::glDrawArrays(GL_LINES, 0, (GLsizei)lines_vcount);
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}
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::glDisableClientState(GL_VERTEX_ARRAY);
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}
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GLCanvas3D::LayersEditing::LayersEditing()
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: m_enabled(false)
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{
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}
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bool GLCanvas3D::LayersEditing::is_enabled() const
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{
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return m_enabled;
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}
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GLCanvas3D::GLCanvas3D(wxGLCanvas* canvas, wxGLContext* context)
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: m_canvas(canvas)
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, m_context(context)
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, m_volumes(nullptr)
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, m_dirty(true)
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, m_apply_zoom_to_volumes_filter(false)
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, m_warning_texture_enabled(false)
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, m_legend_texture_enabled(false)
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{
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}
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GLCanvas3D::~GLCanvas3D()
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{
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_deregister_callbacks();
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}
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bool GLCanvas3D::set_current()
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{
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if ((m_canvas != nullptr) && (m_context != nullptr))
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{
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m_canvas->SetCurrent(*m_context);
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return true;
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}
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return false;
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}
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bool GLCanvas3D::is_dirty() const
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{
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return m_dirty;
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}
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void GLCanvas3D::set_dirty(bool dirty)
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{
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m_dirty = dirty;
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}
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bool GLCanvas3D::is_shown_on_screen() const
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{
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return (m_canvas != nullptr) ? m_canvas->IsShownOnScreen() : false;
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}
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void GLCanvas3D::resize(unsigned int w, unsigned int h)
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{
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if (m_context == nullptr)
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return;
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set_current();
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::glViewport(0, 0, w, h);
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::glMatrixMode(GL_PROJECTION);
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::glLoadIdentity();
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BoundingBoxf3 bbox = max_bounding_box();
|
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|
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switch (get_camera_type())
|
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{
|
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case Camera::CT_Ortho:
|
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{
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float w2 = w;
|
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float h2 = h;
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float two_zoom = 2.0f * get_camera_zoom();
|
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if (two_zoom != 0.0f)
|
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{
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float inv_two_zoom = 1.0f / two_zoom;
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w2 *= inv_two_zoom;
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h2 *= inv_two_zoom;
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}
|
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// FIXME: calculate a tighter value for depth will improve z-fighting
|
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float depth = 5.0f * (float)bbox.max_size();
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::glOrtho(-w2, w2, -h2, h2, -depth, depth);
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break;
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}
|
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case Camera::CT_Perspective:
|
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{
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float bbox_r = (float)bbox.radius();
|
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float fov = PI * 45.0f / 180.0f;
|
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float fov_tan = tan(0.5f * fov);
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float cam_distance = 0.5f * bbox_r / fov_tan;
|
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set_camera_distance(cam_distance);
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float nr = cam_distance - bbox_r * 1.1f;
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float fr = cam_distance + bbox_r * 1.1f;
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if (nr < 1.0f)
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nr = 1.0f;
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if (fr < nr + 1.0f)
|
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fr = nr + 1.0f;
|
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float h2 = fov_tan * nr;
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float w2 = h2 * w / h;
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::glFrustum(-w2, w2, -h2, h2, nr, fr);
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break;
|
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}
|
||
default:
|
||
{
|
||
throw std::runtime_error("Invalid camera type.");
|
||
break;
|
||
}
|
||
}
|
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|
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::glMatrixMode(GL_MODELVIEW);
|
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|
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set_dirty(false);
|
||
}
|
||
|
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GLVolumeCollection* GLCanvas3D::get_volumes()
|
||
{
|
||
return m_volumes;
|
||
}
|
||
|
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void GLCanvas3D::set_volumes(GLVolumeCollection* volumes)
|
||
{
|
||
m_volumes = volumes;
|
||
}
|
||
|
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void GLCanvas3D::reset_volumes()
|
||
{
|
||
if (set_current() && (m_volumes != nullptr))
|
||
{
|
||
m_volumes->release_geometry();
|
||
m_volumes->clear();
|
||
set_dirty(true);
|
||
}
|
||
}
|
||
|
||
void GLCanvas3D::set_bed_shape(const Pointfs& shape)
|
||
{
|
||
m_bed.set_shape(shape);
|
||
|
||
// Set the origin and size for painting of the coordinate system axes.
|
||
set_axes_origin(Pointf3(0.0, 0.0, (coordf_t)GROUND_Z));
|
||
set_axes_length(0.3f * (float)bed_bounding_box().max_size());
|
||
}
|
||
|
||
void GLCanvas3D::set_auto_bed_shape()
|
||
{
|
||
// draw a default square bed around object center
|
||
const BoundingBoxf3& bbox = volumes_bounding_box();
|
||
coordf_t max_size = bbox.max_size();
|
||
const Pointf3& center = bbox.center();
|
||
|
||
Pointfs bed_shape;
|
||
bed_shape.reserve(4);
|
||
bed_shape.emplace_back(center.x - max_size, center.y - max_size);
|
||
bed_shape.emplace_back(center.x + max_size, center.y - max_size);
|
||
bed_shape.emplace_back(center.x + max_size, center.y + max_size);
|
||
bed_shape.emplace_back(center.x - max_size, center.y + max_size);
|
||
|
||
set_bed_shape(bed_shape);
|
||
|
||
// Set the origin for painting of the coordinate system axes.
|
||
set_axes_origin(Pointf3(center.x, center.y, (coordf_t)GROUND_Z));
|
||
}
|
||
|
||
const Pointf3& GLCanvas3D::get_axes_origin() const
|
||
{
|
||
return m_axes.get_origin();
|
||
}
|
||
|
||
void GLCanvas3D::set_axes_origin(const Pointf3& origin)
|
||
{
|
||
m_axes.set_origin(origin);
|
||
}
|
||
|
||
float GLCanvas3D::get_axes_length() const
|
||
{
|
||
return m_axes.get_length();
|
||
}
|
||
|
||
void GLCanvas3D::set_axes_length(float length)
|
||
{
|
||
return m_axes.set_length(length);
|
||
}
|
||
|
||
void GLCanvas3D::set_cutting_plane(float z, const ExPolygons& polygons)
|
||
{
|
||
m_cutting_plane.set(z, polygons);
|
||
}
|
||
|
||
GLCanvas3D::Camera::EType GLCanvas3D::get_camera_type() const
|
||
{
|
||
return m_camera.get_type();
|
||
}
|
||
|
||
void GLCanvas3D::set_camera_type(GLCanvas3D::Camera::EType type)
|
||
{
|
||
m_camera.set_type(type);
|
||
}
|
||
|
||
std::string GLCanvas3D::get_camera_type_as_string() const
|
||
{
|
||
return m_camera.get_type_as_string();
|
||
}
|
||
|
||
float GLCanvas3D::get_camera_zoom() const
|
||
{
|
||
return m_camera.get_zoom();
|
||
}
|
||
|
||
void GLCanvas3D::set_camera_zoom(float zoom)
|
||
{
|
||
m_camera.set_zoom(zoom);
|
||
}
|
||
|
||
float GLCanvas3D::get_camera_phi() const
|
||
{
|
||
return m_camera.get_phi();
|
||
}
|
||
|
||
void GLCanvas3D::set_camera_phi(float phi)
|
||
{
|
||
m_camera.set_phi(phi);
|
||
}
|
||
|
||
float GLCanvas3D::get_camera_theta() const
|
||
{
|
||
return m_camera.get_theta();
|
||
}
|
||
|
||
void GLCanvas3D::set_camera_theta(float theta)
|
||
{
|
||
m_camera.set_theta(theta);
|
||
}
|
||
|
||
float GLCanvas3D::get_camera_distance() const
|
||
{
|
||
return m_camera.get_distance();
|
||
}
|
||
|
||
void GLCanvas3D::set_camera_distance(float distance)
|
||
{
|
||
m_camera.set_distance(distance);
|
||
}
|
||
|
||
const Pointf3& GLCanvas3D::get_camera_target() const
|
||
{
|
||
return m_camera.get_target();
|
||
}
|
||
|
||
void GLCanvas3D::set_camera_target(const Pointf3& target)
|
||
{
|
||
m_camera.set_target(target);
|
||
}
|
||
|
||
BoundingBoxf3 GLCanvas3D::bed_bounding_box() const
|
||
{
|
||
return m_bed.get_bounding_box();
|
||
}
|
||
|
||
BoundingBoxf3 GLCanvas3D::volumes_bounding_box() const
|
||
{
|
||
BoundingBoxf3 bb;
|
||
if (m_volumes != nullptr)
|
||
{
|
||
for (const GLVolume* volume : m_volumes->volumes)
|
||
{
|
||
if (!m_apply_zoom_to_volumes_filter || ((volume != nullptr) && volume->zoom_to_volumes))
|
||
bb.merge(volume->transformed_bounding_box());
|
||
}
|
||
}
|
||
return bb;
|
||
}
|
||
|
||
BoundingBoxf3 GLCanvas3D::max_bounding_box() const
|
||
{
|
||
BoundingBoxf3 bb = bed_bounding_box();
|
||
bb.merge(volumes_bounding_box());
|
||
return bb;
|
||
}
|
||
|
||
bool GLCanvas3D::is_layers_editing_enabled() const
|
||
{
|
||
return m_layers_editing.is_enabled();
|
||
}
|
||
|
||
void GLCanvas3D::enable_warning_texture(bool enable)
|
||
{
|
||
m_warning_texture_enabled = enable;
|
||
}
|
||
|
||
void GLCanvas3D::enable_legend_texture(bool enable)
|
||
{
|
||
m_legend_texture_enabled = enable;
|
||
}
|
||
|
||
void GLCanvas3D::zoom_to_bed()
|
||
{
|
||
_zoom_to_bounding_box(bed_bounding_box());
|
||
}
|
||
|
||
void GLCanvas3D::zoom_to_volumes()
|
||
{
|
||
m_apply_zoom_to_volumes_filter = true;
|
||
_zoom_to_bounding_box(volumes_bounding_box());
|
||
m_apply_zoom_to_volumes_filter = false;
|
||
}
|
||
|
||
void GLCanvas3D::select_view(const std::string& direction)
|
||
{
|
||
const float* dir_vec = nullptr;
|
||
|
||
if (direction == "iso")
|
||
dir_vec = VIEW_DEFAULT;
|
||
else if (direction == "left")
|
||
dir_vec = VIEW_LEFT;
|
||
else if (direction == "right")
|
||
dir_vec = VIEW_RIGHT;
|
||
else if (direction == "top")
|
||
dir_vec = VIEW_TOP;
|
||
else if (direction == "bottom")
|
||
dir_vec = VIEW_BOTTOM;
|
||
else if (direction == "front")
|
||
dir_vec = VIEW_FRONT;
|
||
else if (direction == "rear")
|
||
dir_vec = VIEW_REAR;
|
||
|
||
if ((dir_vec != nullptr) && !empty(volumes_bounding_box()))
|
||
{
|
||
m_camera.set_phi(dir_vec[0]);
|
||
m_camera.set_theta(dir_vec[1]);
|
||
|
||
m_on_viewport_changed_callback.call();
|
||
|
||
if (m_canvas != nullptr)
|
||
m_canvas->Refresh();
|
||
}
|
||
}
|
||
|
||
void GLCanvas3D::render_bed()
|
||
{
|
||
::glDisable(GL_LIGHTING);
|
||
m_bed.render();
|
||
}
|
||
|
||
void GLCanvas3D::render_axes()
|
||
{
|
||
::glDisable(GL_LIGHTING);
|
||
m_axes.render();
|
||
}
|
||
|
||
void GLCanvas3D::render_cutting_plane()
|
||
{
|
||
m_cutting_plane.render_plane(volumes_bounding_box());
|
||
m_cutting_plane.render_contour();
|
||
}
|
||
|
||
void GLCanvas3D::render_warning_texture()
|
||
{
|
||
if (!m_warning_texture_enabled)
|
||
return;
|
||
|
||
// If the warning texture has not been loaded into the GPU, do it now.
|
||
unsigned int tex_id = _3DScene::finalize_warning_texture();
|
||
if (tex_id > 0)
|
||
{
|
||
unsigned int w = _3DScene::get_warning_texture_width();
|
||
unsigned int h = _3DScene::get_warning_texture_height();
|
||
if ((w > 0) && (h > 0))
|
||
{
|
||
::glDisable(GL_DEPTH_TEST);
|
||
::glPushMatrix();
|
||
::glLoadIdentity();
|
||
|
||
std::pair<int, int> cnv_size = _get_canvas_size();
|
||
float zoom = get_camera_zoom();
|
||
float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
|
||
float l = (-0.5f * (float)w) * inv_zoom;
|
||
float t = (-0.5f * (float)cnv_size.second + (float)h) * inv_zoom;
|
||
float r = l + (float)w * inv_zoom;
|
||
float b = t - (float)h * inv_zoom;
|
||
|
||
render_texture(tex_id, l, r, b, t);
|
||
|
||
::glPopMatrix();
|
||
::glEnable(GL_DEPTH_TEST);
|
||
}
|
||
}
|
||
}
|
||
|
||
void GLCanvas3D::render_legend_texture()
|
||
{
|
||
if (!m_legend_texture_enabled)
|
||
return;
|
||
|
||
// If the legend texture has not been loaded into the GPU, do it now.
|
||
unsigned int tex_id = _3DScene::finalize_legend_texture();
|
||
if (tex_id > 0)
|
||
{
|
||
unsigned int w = _3DScene::get_legend_texture_width();
|
||
unsigned int h = _3DScene::get_legend_texture_height();
|
||
if ((w > 0) && (h > 0))
|
||
{
|
||
::glDisable(GL_DEPTH_TEST);
|
||
::glPushMatrix();
|
||
::glLoadIdentity();
|
||
|
||
std::pair<int, int> cnv_size = _get_canvas_size();
|
||
float zoom = get_camera_zoom();
|
||
float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
|
||
float l = (-0.5f * (float)cnv_size.first) * inv_zoom;
|
||
float t = (0.5f * (float)cnv_size.second) * inv_zoom;
|
||
float r = l + (float)w * inv_zoom;
|
||
float b = t - (float)h * inv_zoom;
|
||
render_texture(tex_id, l, r, b, t);
|
||
|
||
::glPopMatrix();
|
||
::glEnable(GL_DEPTH_TEST);
|
||
}
|
||
}
|
||
}
|
||
|
||
void GLCanvas3D::render_texture(unsigned int tex_id, float left, float right, float bottom, float top)
|
||
{
|
||
::glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||
|
||
::glDisable(GL_LIGHTING);
|
||
::glEnable(GL_BLEND);
|
||
::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
::glEnable(GL_TEXTURE_2D);
|
||
|
||
::glBindTexture(GL_TEXTURE_2D, (GLuint)tex_id);
|
||
|
||
::glBegin(GL_QUADS);
|
||
::glTexCoord2d(0.0f, 1.0f); glVertex3f(left, bottom, 0.0f);
|
||
::glTexCoord2d(1.0f, 1.0f); glVertex3f(right, bottom, 0.0f);
|
||
::glTexCoord2d(1.0f, 0.0f); glVertex3f(right, top, 0.0f);
|
||
::glTexCoord2d(0.0f, 0.0f); glVertex3f(left, top, 0.0f);
|
||
::glEnd();
|
||
|
||
::glBindTexture(GL_TEXTURE_2D, 0);
|
||
|
||
::glDisable(GL_TEXTURE_2D);
|
||
::glDisable(GL_BLEND);
|
||
::glEnable(GL_LIGHTING);
|
||
}
|
||
|
||
void GLCanvas3D::register_on_viewport_changed_callback(void* callback)
|
||
{
|
||
if (callback != nullptr)
|
||
m_on_viewport_changed_callback.register_callback(callback);
|
||
}
|
||
|
||
void GLCanvas3D::on_size(wxSizeEvent& evt)
|
||
{
|
||
set_dirty(true);
|
||
}
|
||
|
||
void GLCanvas3D::on_idle(wxIdleEvent& evt)
|
||
{
|
||
if (!is_dirty() || !is_shown_on_screen())
|
||
return;
|
||
|
||
if (m_canvas != nullptr)
|
||
{
|
||
std::pair<int, int> size = _get_canvas_size();
|
||
resize((unsigned int)size.first, (unsigned int)size.second);
|
||
m_canvas->Refresh();
|
||
}
|
||
}
|
||
|
||
void GLCanvas3D::on_char(wxKeyEvent& evt)
|
||
{
|
||
if (evt.HasModifiers())
|
||
evt.Skip();
|
||
else
|
||
{
|
||
int keyCode = evt.GetKeyCode();
|
||
switch (keyCode - 48)
|
||
{
|
||
// numerical input
|
||
case 0: { select_view("iso"); break; }
|
||
case 1: { select_view("top"); break; }
|
||
case 2: { select_view("bottom"); break; }
|
||
case 3: { select_view("front"); break; }
|
||
case 4: { select_view("rear"); break; }
|
||
case 5: { select_view("left"); break; }
|
||
case 6: { select_view("right"); break; }
|
||
default:
|
||
{
|
||
// text input
|
||
switch (keyCode)
|
||
{
|
||
// key B/b
|
||
case 66:
|
||
case 98: { zoom_to_bed(); break; }
|
||
// key Z/z
|
||
case 90:
|
||
case 122: { zoom_to_volumes(); break; }
|
||
default: { evt.Skip(); break; }
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
void GLCanvas3D::_zoom_to_bounding_box(const BoundingBoxf3& bbox)
|
||
{
|
||
// Calculate the zoom factor needed to adjust viewport to bounding box.
|
||
float zoom = _get_zoom_to_bounding_box_factor(bbox);
|
||
if (zoom > 0.0f)
|
||
{
|
||
set_camera_zoom(zoom);
|
||
// center view around bounding box center
|
||
set_camera_target(bbox.center());
|
||
|
||
m_on_viewport_changed_callback.call();
|
||
|
||
if (is_shown_on_screen())
|
||
{
|
||
std::pair<int, int> size = _get_canvas_size();
|
||
resize((unsigned int)size.first, (unsigned int)size.second);
|
||
if (m_canvas != nullptr)
|
||
m_canvas->Refresh();
|
||
}
|
||
}
|
||
}
|
||
|
||
std::pair<int, int> GLCanvas3D::_get_canvas_size() const
|
||
{
|
||
std::pair<int, int> ret(0, 0);
|
||
|
||
if (m_canvas != nullptr)
|
||
m_canvas->GetSize(&ret.first, &ret.second);
|
||
|
||
return ret;
|
||
}
|
||
|
||
float GLCanvas3D::_get_zoom_to_bounding_box_factor(const BoundingBoxf3& bbox) const
|
||
{
|
||
float max_bb_size = bbox.max_size();
|
||
if (max_bb_size == 0.0f)
|
||
return -1.0f;
|
||
|
||
// project the bbox vertices on a plane perpendicular to the camera forward axis
|
||
// then calculates the vertices coordinate on this plane along the camera xy axes
|
||
|
||
// we need the view matrix, we let opengl calculate it(same as done in render sub)
|
||
::glMatrixMode(GL_MODELVIEW);
|
||
::glLoadIdentity();
|
||
|
||
if (TURNTABLE_MODE)
|
||
{
|
||
// Turntable mode is enabled by default.
|
||
::glRotatef(-get_camera_theta(), 1.0f, 0.0f, 0.0f); //<2F>pitch
|
||
::glRotatef(get_camera_phi(), 0.0f, 0.0f, 1.0f); // yaw
|
||
}
|
||
else
|
||
{
|
||
// Shift the perspective camera.
|
||
Pointf3 camera_pos(0.0, 0.0, -(coordf_t)get_camera_distance());
|
||
::glTranslatef((float)camera_pos.x, (float)camera_pos.y, (float)camera_pos.z);
|
||
// my @rotmat = quat_to_rotmatrix($self->quat); <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< TEMPORARY COMMENTED OUT
|
||
// glMultMatrixd_p(@rotmat[0..15]); <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< TEMPORARY COMMENTED OUT
|
||
}
|
||
|
||
const Pointf3& target = get_camera_target();
|
||
::glTranslatef(-(float)target.x, -(float)target.y, -(float)target.z);
|
||
|
||
// get the view matrix back from opengl
|
||
GLfloat matrix[16];
|
||
::glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
|
||
|
||
// camera axes
|
||
Pointf3 right((coordf_t)matrix[0], (coordf_t)matrix[4], (coordf_t)matrix[8]);
|
||
Pointf3 up((coordf_t)matrix[1], (coordf_t)matrix[5], (coordf_t)matrix[9]);
|
||
Pointf3 forward((coordf_t)matrix[2], (coordf_t)matrix[6], (coordf_t)matrix[10]);
|
||
|
||
Pointf3 bb_min = bbox.min;
|
||
Pointf3 bb_max = bbox.max;
|
||
Pointf3 bb_center = bbox.center();
|
||
|
||
// bbox vertices in world space
|
||
std::vector<Pointf3> vertices;
|
||
vertices.reserve(8);
|
||
vertices.push_back(bb_min);
|
||
vertices.emplace_back(bb_max.x, bb_min.y, bb_min.z);
|
||
vertices.emplace_back(bb_max.x, bb_max.y, bb_min.z);
|
||
vertices.emplace_back(bb_min.x, bb_max.y, bb_min.z);
|
||
vertices.emplace_back(bb_min.x, bb_min.y, bb_max.z);
|
||
vertices.emplace_back(bb_max.x, bb_min.y, bb_max.z);
|
||
vertices.push_back(bb_max);
|
||
vertices.emplace_back(bb_min.x, bb_max.y, bb_max.z);
|
||
|
||
coordf_t max_x = 0.0;
|
||
coordf_t max_y = 0.0;
|
||
|
||
// margin factor to give some empty space around the bbox
|
||
coordf_t margin_factor = 1.25;
|
||
|
||
for (const Pointf3 v : vertices)
|
||
{
|
||
// project vertex on the plane perpendicular to camera forward axis
|
||
Pointf3 pos(v.x - bb_center.x, v.y - bb_center.y, v.z - bb_center.z);
|
||
Pointf3 proj_on_plane = pos - dot(pos, forward) * forward;
|
||
|
||
// calculates vertex coordinate along camera xy axes
|
||
coordf_t x_on_plane = dot(proj_on_plane, right);
|
||
coordf_t y_on_plane = dot(proj_on_plane, up);
|
||
|
||
max_x = std::max(max_x, margin_factor * std::abs(x_on_plane));
|
||
max_y = std::max(max_y, margin_factor * std::abs(y_on_plane));
|
||
}
|
||
|
||
if ((max_x == 0.0) || (max_y == 0.0))
|
||
return -1.0f;
|
||
|
||
max_x *= 2.0;
|
||
max_y *= 2.0;
|
||
|
||
std::pair<int, int> cvs_size = _get_canvas_size();
|
||
return (float)std::min((coordf_t)cvs_size.first / max_x, (coordf_t)cvs_size.second / max_y);
|
||
}
|
||
|
||
void GLCanvas3D::_deregister_callbacks()
|
||
{
|
||
m_on_viewport_changed_callback.deregister_callback();
|
||
}
|
||
|
||
} // namespace GUI
|
||
} // namespace Slic3r
|