PrusaSlicer-NonPlainar/lib/Slic3r/GUI/3DScene.pm
2015-01-15 20:06:30 +01:00

1201 lines
40 KiB
Perl
Raw Blame History

This file contains invisible Unicode characters

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

package Slic3r::GUI::3DScene::Base;
use strict;
use warnings;
use Wx::Event qw(EVT_PAINT EVT_SIZE EVT_ERASE_BACKGROUND EVT_IDLE EVT_MOUSEWHEEL EVT_MOUSE_EVENTS);
# must load OpenGL *before* Wx::GLCanvas
use OpenGL qw(:glconstants :glfunctions :glufunctions :gluconstants);
use base qw(Wx::GLCanvas Class::Accessor);
use Math::Trig qw(asin);
use List::Util qw(reduce min max);
use Slic3r::Geometry qw(X Y Z MIN MAX triangle_normal normalize deg2rad tan scale unscale scaled_epsilon);
use Slic3r::Geometry::Clipper qw(offset_ex intersection_pl);
use Wx::GLCanvas qw(:all);
__PACKAGE__->mk_accessors( qw(_quat _dirty init
enable_cutting
enable_picking
enable_moving
on_hover
on_select
on_double_click
on_right_click
on_move
volumes
_sphi _stheta
cutting_plane_z
cut_lines_vertices
bed_shape
bed_triangles
bed_grid_lines
background
origin
_mouse_pos
_hover_volume_idx
_drag_volume_idx
_drag_start_pos
_drag_start_xy
_dragged
_camera_target
_zoom
) );
use constant TRACKBALLSIZE => 0.8;
use constant TURNTABLE_MODE => 1;
use constant GROUND_Z => -0.02;
use constant DEFAULT_COLOR => [1,1,0];
use constant SELECTED_COLOR => [0,1,0,1];
use constant HOVER_COLOR => [0.4,0.9,0,1];
# make OpenGL::Array thread-safe
{
no warnings 'redefine';
*OpenGL::Array::CLONE_SKIP = sub { 1 };
}
sub new {
my ($class, $parent) = @_;
# we request a depth buffer explicitely because it looks like it's not created by
# default on Linux, causing transparency issues
my $self = $class->SUPER::new($parent, -1, Wx::wxDefaultPosition, Wx::wxDefaultSize, 0, "",
[WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_DEPTH_SIZE, 16, 0]);
$self->background(1);
$self->_quat((0, 0, 0, 1));
$self->_stheta(45);
$self->_sphi(45);
$self->_zoom(1);
# 3D point in model space
$self->_camera_target(Slic3r::Pointf3->new(0,0,0));
$self->reset_objects;
EVT_PAINT($self, sub {
my $dc = Wx::PaintDC->new($self);
$self->Render($dc);
});
EVT_SIZE($self, sub { $self->_dirty(1) });
EVT_IDLE($self, sub {
return unless $self->_dirty;
return if !$self->IsShownOnScreen;
$self->Resize( $self->GetSizeWH );
$self->Refresh;
});
EVT_MOUSEWHEEL($self, sub {
my ($self, $e) = @_;
# Calculate the zoom delta and apply it to the current zoom factor
my $zoom = $e->GetWheelRotation() / $e->GetWheelDelta();
$zoom = max(min($zoom, 4), -4);
$zoom /= 10;
$self->_zoom($self->_zoom / (1-$zoom));
# In order to zoom around the mouse point we need to translate
# the camera target
my $size = Slic3r::Pointf->new($self->GetSizeWH);
my $pos = Slic3r::Pointf->new($e->GetX, $size->y - $e->GetY); #-
$self->_camera_target->translate(
# ($pos - $size/2) represents the vector from the viewport center
# to the mouse point. By multiplying it by $zoom we get the new,
# transformed, length of such vector.
# Since we want that point to stay fixed, we move our camera target
# in the opposite direction by the delta of the length of such vector
# ($zoom - 1). We then scale everything by 1/$self->_zoom since
# $self->_camera_target is expressed in terms of model units.
-($pos->x - $size->x/2) * ($zoom) / $self->_zoom,
-($pos->y - $size->y/2) * ($zoom) / $self->_zoom,
0,
) if 0;
$self->_dirty(1);
$self->Refresh;
});
EVT_MOUSE_EVENTS($self, \&mouse_event);
return $self;
}
sub mouse_event {
my ($self, $e) = @_;
my $pos = Slic3r::Pointf->new($e->GetPositionXY);
if ($e->Entering && &Wx::wxMSW) {
# wxMSW needs focus in order to catch mouse wheel events
$self->SetFocus;
} elsif ($e->LeftDClick) {
$self->on_double_click->()
if $self->on_double_click;
} elsif ($e->LeftDown || $e->RightDown) {
# If user pressed left or right button we first check whether this happened
# on a volume or not.
my $volume_idx = $self->_hover_volume_idx // -1;
# select volume in this 3D canvas
if ($self->enable_picking) {
$self->deselect_volumes;
$self->select_volume($volume_idx);
if ($volume_idx != -1) {
my $group_id = $self->volumes->[$volume_idx]->select_group_id;
my @volumes;
if ($group_id != -1) {
$self->select_volume($_)
for grep $self->volumes->[$_]->select_group_id == $group_id,
0..$#{$self->volumes};
}
}
$self->Refresh;
}
# propagate event through callback
$self->on_select->($volume_idx)
if $self->on_select;
if ($volume_idx != -1) {
if ($e->LeftDown && $self->enable_moving) {
$self->_drag_volume_idx($volume_idx);
$self->_drag_start_pos($self->mouse_to_3d(@$pos));
} elsif ($e->RightDown) {
# if right clicking on volume, propagate event through callback
$self->on_right_click->($e->GetPosition)
if $self->on_right_click;
}
}
} elsif ($e->Dragging && $e->LeftIsDown && defined($self->_drag_volume_idx)) {
# get new position at the same Z of the initial click point
my $mouse_ray = $self->mouse_ray($e->GetX, $e->GetY);
my $cur_pos = $mouse_ray->intersect_plane($self->_drag_start_pos->z);
# calculate the translation vector
my $vector = $self->_drag_start_pos->vector_to($cur_pos);
# get volume being dragged
my $volume = $self->volumes->[$self->_drag_volume_idx];
# get all volumes belonging to the same group, if any
my @volumes;
if ($volume->drag_group_id == -1) {
@volumes = ($volume);
} else {
@volumes = grep $_->drag_group_id == $volume->drag_group_id, @{$self->volumes};
}
# apply new temporary volume origin and ignore Z
$_->origin->translate($vector->x, $vector->y, 0) for @volumes; #,,
$self->_drag_start_pos($cur_pos);
$self->_dragged(1);
$self->Refresh;
} elsif ($e->Dragging) {
if ($e->LeftIsDown) {
# if dragging over blank area with left button, rotate
if (defined $self->_drag_start_pos) {
my $orig = $self->_drag_start_pos;
if (TURNTABLE_MODE) {
$self->_sphi($self->_sphi + ($pos->x - $orig->x) * TRACKBALLSIZE);
$self->_stheta($self->_stheta - ($pos->y - $orig->y) * TRACKBALLSIZE); #-
$self->_stheta(150) if $self->_stheta > 150;
$self->_stheta(0) if $self->_stheta < 0;
} else {
my $size = $self->GetClientSize;
my @quat = trackball(
$orig->x / ($size->width / 2) - 1,
1 - $orig->y / ($size->height / 2), #/
$pos->x / ($size->width / 2) - 1,
1 - $pos->y / ($size->height / 2), #/
);
$self->_quat(mulquats($self->_quat, \@quat));
}
$self->Refresh;
}
$self->_drag_start_pos($pos);
} elsif ($e->MiddleIsDown || $e->RightIsDown) {
# if dragging over blank area with right button, translate
if (defined $self->_drag_start_xy) {
# get point in model space at Z = 0
my $cur_pos = $self->mouse_ray($e->GetX, $e->GetY)->intersect_plane(0);
my $orig = $self->mouse_ray(@{$self->_drag_start_xy})->intersect_plane(0);
$self->_camera_target->translate(
@{$orig->vector_to($cur_pos)->negative},
);
$self->Refresh;
}
$self->_drag_start_xy($pos);
}
} elsif ($e->LeftUp || $e->MiddleUp || $e->RightUp) {
if ($self->on_move && defined($self->_drag_volume_idx) && $self->_dragged) {
# get all volumes belonging to the same group, if any
my @volume_idxs;
my $group_id = $self->volumes->[$self->_drag_volume_idx]->drag_group_id;
if ($group_id == -1) {
@volume_idxs = ($self->_drag_volume_idx);
} else {
@volume_idxs = grep $self->volumes->[$_]->drag_group_id == $group_id,
0..$#{$self->volumes};
}
$self->on_move->(@volume_idxs);
}
$self->_drag_volume_idx(undef);
$self->_drag_start_pos(undef);
$self->_drag_start_xy(undef);
$self->_dragged(undef);
} elsif ($e->Moving) {
$self->_mouse_pos($pos);
$self->Refresh;
} else {
$e->Skip();
}
}
sub reset_objects {
my ($self) = @_;
$self->volumes([]);
$self->_dirty(1);
}
sub zoom_to_bounding_box {
my ($self, $bb) = @_;
# calculate the zoom factor needed to adjust viewport to
# bounding box
my $max_size = max(@{$bb->size}) * 2;
my $min_viewport_size = min($self->GetSizeWH);
$self->_zoom($min_viewport_size / $max_size);
# center view around bounding box center
$self->_camera_target($bb->center);
}
sub zoom_to_bed {
my ($self) = @_;
if ($self->bed_shape) {
$self->zoom_to_bounding_box($self->bed_bounding_box);
}
}
sub zoom_to_volume {
my ($self, $volume_idx) = @_;
my $volume = $self->volumes->[$volume_idx];
my $bb = $volume->transformed_bounding_box;
$self->zoom_to_bounding_box($bb);
}
sub zoom_to_volumes {
my ($self) = @_;
$self->zoom_to_bounding_box($self->volumes_bounding_box);
}
sub volumes_bounding_box {
my ($self) = @_;
my $bb = Slic3r::Geometry::BoundingBoxf3->new;
$bb->merge($_->transformed_bounding_box) for @{$self->volumes};
return $bb;
}
sub bed_bounding_box {
my ($self) = @_;
my $bb = Slic3r::Geometry::BoundingBoxf3->new;
$bb->merge_point(Slic3r::Pointf3->new(@$_, 0)) for @{$self->bed_shape};
return $bb;
}
sub max_bounding_box {
my ($self) = @_;
my $bb = $self->bed_bounding_box;
$bb->merge($self->volumes_bounding_box);
return $bb;
}
sub set_auto_bed_shape {
my ($self, $bed_shape) = @_;
# draw a default square bed around object center
my $max_size = max(@{ $self->volumes_bounding_box->size });
my $center = $self->volumes_bounding_box->center;
$self->set_bed_shape([
[ $center->x - $max_size, $center->y - $max_size ], #--
[ $center->x + $max_size, $center->y - $max_size ], #--
[ $center->x + $max_size, $center->y + $max_size ], #++
[ $center->x - $max_size, $center->y + $max_size ], #++
]);
$self->origin(Slic3r::Pointf->new(@$center[X,Y]));
}
sub set_bed_shape {
my ($self, $bed_shape) = @_;
$self->bed_shape($bed_shape);
# triangulate bed
my $expolygon = Slic3r::ExPolygon->new([ map [map scale($_), @$_], @$bed_shape ]);
my $bed_bb = $expolygon->bounding_box;
{
my @points = ();
foreach my $triangle (@{ $expolygon->triangulate }) {
push @points, map {+ unscale($_->x), unscale($_->y), GROUND_Z } @$triangle; #))
}
$self->bed_triangles(OpenGL::Array->new_list(GL_FLOAT, @points));
}
{
my @lines = ();
for (my $x = $bed_bb->x_min; $x <= $bed_bb->x_max; $x += scale 10) {
push @lines, Slic3r::Polyline->new([$x,$bed_bb->y_min], [$x,$bed_bb->y_max]);
}
for (my $y = $bed_bb->y_min; $y <= $bed_bb->y_max; $y += scale 10) {
push @lines, Slic3r::Polyline->new([$bed_bb->x_min,$y], [$bed_bb->x_max,$y]);
}
# clip with a slightly grown expolygon because our lines lay on the contours and
# may get erroneously clipped
@lines = @{intersection_pl(\@lines, [ @{$expolygon->offset(+scaled_epsilon)} ])};
# append bed contours
foreach my $line (map @{$_->lines}, @$expolygon) {
push @lines, $line->as_polyline;
}
my @points = ();
foreach my $polyline (@lines) {
push @points, map {+ unscale($_->x), unscale($_->y), GROUND_Z } @$polyline; #))
}
$self->bed_grid_lines(OpenGL::Array->new_list(GL_FLOAT, @points));
}
$self->origin(Slic3r::Pointf->new(0,0));
}
sub deselect_volumes {
my ($self) = @_;
$_->selected(0) for @{$self->volumes};
}
sub select_volume {
my ($self, $volume_idx) = @_;
$self->volumes->[$volume_idx]->selected(1)
if $volume_idx != -1;
}
sub SetCuttingPlane {
my ($self, $z) = @_;
$self->cutting_plane_z($z);
# perform cut and cache section lines
my @verts = ();
foreach my $volume (@{$self->volumes}) {
foreach my $volume (@{$self->volumes}) {
next if !$volume->mesh;
my $expolygons = $volume->mesh->slice([ $z - $volume->origin->z ])->[0];
$expolygons = offset_ex([ map @$_, @$expolygons ], scale 0.1);
foreach my $line (map @{$_->lines}, map @$_, @$expolygons) {
push @verts, (
unscale($line->a->x), unscale($line->a->y), $z, #))
unscale($line->b->x), unscale($line->b->y), $z, #))
);
}
}
}
$self->cut_lines_vertices(OpenGL::Array->new_list(GL_FLOAT, @verts));
}
# Given an axis and angle, compute quaternion.
sub axis_to_quat {
my ($ax, $phi) = @_;
my $lena = sqrt(reduce { $a + $b } (map { $_ * $_ } @$ax));
my @q = map { $_ * (1 / $lena) } @$ax;
@q = map { $_ * sin($phi / 2.0) } @q;
$q[$#q + 1] = cos($phi / 2.0);
return @q;
}
# Project a point on the virtual trackball.
# If it is inside the sphere, map it to the sphere, if it outside map it
# to a hyperbola.
sub project_to_sphere {
my ($r, $x, $y) = @_;
my $d = sqrt($x * $x + $y * $y);
if ($d < $r * 0.70710678118654752440) { # Inside sphere
return sqrt($r * $r - $d * $d);
} else { # On hyperbola
my $t = $r / 1.41421356237309504880;
return $t * $t / $d;
}
}
sub cross {
my ($v1, $v2) = @_;
return (@$v1[1] * @$v2[2] - @$v1[2] * @$v2[1],
@$v1[2] * @$v2[0] - @$v1[0] * @$v2[2],
@$v1[0] * @$v2[1] - @$v1[1] * @$v2[0]);
}
# Simulate a track-ball. Project the points onto the virtual trackball,
# then figure out the axis of rotation, which is the cross product of
# P1 P2 and O P1 (O is the center of the ball, 0,0,0) Note: This is a
# deformed trackball-- is a trackball in the center, but is deformed
# into a hyperbolic sheet of rotation away from the center.
# It is assumed that the arguments to this routine are in the range
# (-1.0 ... 1.0).
sub trackball {
my ($p1x, $p1y, $p2x, $p2y) = @_;
if ($p1x == $p2x && $p1y == $p2y) {
# zero rotation
return (0.0, 0.0, 0.0, 1.0);
}
# First, figure out z-coordinates for projection of P1 and P2 to
# deformed sphere
my @p1 = ($p1x, $p1y, project_to_sphere(TRACKBALLSIZE, $p1x, $p1y));
my @p2 = ($p2x, $p2y, project_to_sphere(TRACKBALLSIZE, $p2x, $p2y));
# axis of rotation (cross product of P1 and P2)
my @a = cross(\@p2, \@p1);
# Figure out how much to rotate around that axis.
my @d = map { $_ * $_ } (map { $p1[$_] - $p2[$_] } 0 .. $#p1);
my $t = sqrt(reduce { $a + $b } @d) / (2.0 * TRACKBALLSIZE);
# Avoid problems with out-of-control values...
$t = 1.0 if ($t > 1.0);
$t = -1.0 if ($t < -1.0);
my $phi = 2.0 * asin($t);
return axis_to_quat(\@a, $phi);
}
# Build a rotation matrix, given a quaternion rotation.
sub quat_to_rotmatrix {
my ($q) = @_;
my @m = ();
$m[0] = 1.0 - 2.0 * (@$q[1] * @$q[1] + @$q[2] * @$q[2]);
$m[1] = 2.0 * (@$q[0] * @$q[1] - @$q[2] * @$q[3]);
$m[2] = 2.0 * (@$q[2] * @$q[0] + @$q[1] * @$q[3]);
$m[3] = 0.0;
$m[4] = 2.0 * (@$q[0] * @$q[1] + @$q[2] * @$q[3]);
$m[5] = 1.0 - 2.0 * (@$q[2] * @$q[2] + @$q[0] * @$q[0]);
$m[6] = 2.0 * (@$q[1] * @$q[2] - @$q[0] * @$q[3]);
$m[7] = 0.0;
$m[8] = 2.0 * (@$q[2] * @$q[0] - @$q[1] * @$q[3]);
$m[9] = 2.0 * (@$q[1] * @$q[2] + @$q[0] * @$q[3]);
$m[10] = 1.0 - 2.0 * (@$q[1] * @$q[1] + @$q[0] * @$q[0]);
$m[11] = 0.0;
$m[12] = 0.0;
$m[13] = 0.0;
$m[14] = 0.0;
$m[15] = 1.0;
return @m;
}
sub mulquats {
my ($q1, $rq) = @_;
return (@$q1[3] * @$rq[0] + @$q1[0] * @$rq[3] + @$q1[1] * @$rq[2] - @$q1[2] * @$rq[1],
@$q1[3] * @$rq[1] + @$q1[1] * @$rq[3] + @$q1[2] * @$rq[0] - @$q1[0] * @$rq[2],
@$q1[3] * @$rq[2] + @$q1[2] * @$rq[3] + @$q1[0] * @$rq[1] - @$q1[1] * @$rq[0],
@$q1[3] * @$rq[3] - @$q1[0] * @$rq[0] - @$q1[1] * @$rq[1] - @$q1[2] * @$rq[2])
}
sub mouse_to_3d {
my ($self, $x, $y, $z) = @_;
my @viewport = glGetIntegerv_p(GL_VIEWPORT); # 4 items
my @mview = glGetDoublev_p(GL_MODELVIEW_MATRIX); # 16 items
my @proj = glGetDoublev_p(GL_PROJECTION_MATRIX); # 16 items
$y = $viewport[3] - $y;
$z //= glReadPixels_p($x, $y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT);
my @projected = gluUnProject_p($x, $y, $z, @mview, @proj, @viewport);
return Slic3r::Pointf3->new(@projected);
}
sub mouse_ray {
my ($self, $x, $y) = @_;
return Slic3r::Linef3->new(
$self->mouse_to_3d($x, $y, 0),
$self->mouse_to_3d($x, $y, 1),
);
}
sub GetContext {
my ($self) = @_;
if (Wx::wxVERSION >= 2.009) {
return $self->{context} ||= Wx::GLContext->new($self);
} else {
return $self->SUPER::GetContext;
}
}
sub SetCurrent {
my ($self, $context) = @_;
if (Wx::wxVERSION >= 2.009) {
return $self->SUPER::SetCurrent($context);
} else {
return $self->SUPER::SetCurrent;
}
}
sub Resize {
my ($self, $x, $y) = @_;
return unless $self->GetContext;
$self->_dirty(0);
$self->SetCurrent($self->GetContext);
glViewport(0, 0, $x, $y);
$x /= $self->_zoom;
$y /= $self->_zoom;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(
-$x/2, $x/2, -$y/2, $y/2,
-200, 10 * max(@{ $self->max_bounding_box->size }),
);
glMatrixMode(GL_MODELVIEW);
}
sub InitGL {
my $self = shift;
return if $self->init;
return unless $self->GetContext;
$self->init(1);
glClearColor(0, 0, 0, 1);
glColor3f(1, 0, 0);
glEnable(GL_DEPTH_TEST);
glClearDepth(1.0);
glDepthFunc(GL_LEQUAL);
glEnable(GL_CULL_FACE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
# Set antialiasing/multisampling
glDisable(GL_LINE_SMOOTH);
glDisable(GL_POLYGON_SMOOTH);
glEnable(GL_MULTISAMPLE);
# ambient lighting
glLightModelfv_p(GL_LIGHT_MODEL_AMBIENT, 0.3, 0.3, 0.3, 1);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
# light from camera
glLightfv_p(GL_LIGHT1, GL_POSITION, 1, 0, 1, 0);
glLightfv_p(GL_LIGHT1, GL_SPECULAR, 0.3, 0.3, 0.3, 1);
glLightfv_p(GL_LIGHT1, GL_DIFFUSE, 0.2, 0.2, 0.2, 1);
# Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
glShadeModel(GL_SMOOTH);
glMaterialfv_p(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, 0.5, 0.3, 0.3, 1);
glMaterialfv_p(GL_FRONT_AND_BACK, GL_SPECULAR, 1, 1, 1, 1);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50);
glMaterialfv_p(GL_FRONT_AND_BACK, GL_EMISSION, 0.1, 0, 0, 0.9);
# A handy trick -- have surface material mirror the color.
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_MULTISAMPLE);
}
sub Render {
my ($self, $dc) = @_;
# prevent calling SetCurrent() when window is not shown yet
return unless $self->IsShownOnScreen;
return unless my $context = $self->GetContext;
$self->SetCurrent($context);
$self->InitGL;
glClearColor(1, 1, 1, 1);
glClearDepth(1);
glDepthFunc(GL_LESS);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (TURNTABLE_MODE) {
glRotatef(-$self->_stheta, 1, 0, 0); # pitch
glRotatef($self->_sphi, 0, 0, 1); # yaw
} else {
my @rotmat = quat_to_rotmatrix($self->quat);
glMultMatrixd_p(@rotmat[0..15]);
}
glTranslatef(@{ $self->_camera_target->negative });
# light from above
glLightfv_p(GL_LIGHT0, GL_POSITION, -0.5, -0.5, 1, 0);
glLightfv_p(GL_LIGHT0, GL_SPECULAR, 0.2, 0.2, 0.2, 1);
glLightfv_p(GL_LIGHT0, GL_DIFFUSE, 0.5, 0.5, 0.5, 1);
if ($self->enable_picking) {
glDisable(GL_LIGHTING);
$self->draw_volumes(1);
glFlush();
glFinish();
if (my $pos = $self->_mouse_pos) {
my $col = [ glReadPixels_p($pos->x, $self->GetSize->GetHeight - $pos->y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE) ];
my $volume_idx = $col->[0] + $col->[1]*256 + $col->[2]*256*256;
$self->_hover_volume_idx(undef);
$_->hover(0) for @{$self->volumes};
if ($volume_idx <= $#{$self->volumes}) {
$self->_hover_volume_idx($volume_idx);
$self->volumes->[$volume_idx]->hover(1);
my $group_id = $self->volumes->[$volume_idx]->select_group_id;
if ($group_id != -1) {
$_->hover(1) for grep { $_->select_group_id == $group_id } @{$self->volumes};
}
$self->on_hover->($volume_idx) if $self->on_hover;
}
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glFlush();
glFinish();
glEnable(GL_LIGHTING);
}
# draw fixed background
if ($self->background) {
glDisable(GL_LIGHTING);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glBegin(GL_QUADS);
glColor3f(0.0,0.0,0.0);
glVertex2f(-1.0,-1.0);
glVertex2f(1,-1.0);
glColor3f(10/255,98/255,144/255);
glVertex2f(1, 1);
glVertex2f(-1.0, 1);
glEnd();
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_LIGHTING);
}
# draw ground and axes
glDisable(GL_LIGHTING);
# draw ground
my $ground_z = GROUND_Z;
if ($self->bed_triangles) {
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnableClientState(GL_VERTEX_ARRAY);
glColor4f(0.8, 0.6, 0.5, 0.4);
glNormal3d(0,0,1);
glVertexPointer_p(3, $self->bed_triangles);
glDrawArrays(GL_TRIANGLES, 0, $self->bed_triangles->elements / 3);
glDisableClientState(GL_VERTEX_ARRAY);
# we need depth test for grid, otherwise it would disappear when looking
# the object from below
glEnable(GL_DEPTH_TEST);
# draw grid
glLineWidth(3);
glColor4f(0.2, 0.2, 0.2, 0.4);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer_p(3, $self->bed_grid_lines);
glDrawArrays(GL_LINES, 0, $self->bed_grid_lines->elements / 3);
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(GL_BLEND);
}
my $volumes_bb = $self->volumes_bounding_box;
{
# draw axes
# disable depth testing so that axes are not covered by ground
glDisable(GL_DEPTH_TEST);
my $origin = $self->origin;
my $axis_len = max(
0.3 * max(@{ $self->bed_bounding_box->size }),
2 * max(@{ $volumes_bb->size }),
);
glLineWidth(2);
glBegin(GL_LINES);
# draw line for x axis
glColor3f(1, 0, 0);
glVertex3f(@$origin, $ground_z);
glVertex3f($origin->x + $axis_len, $origin->y, $ground_z); #,,
# draw line for y axis
glColor3f(0, 1, 0);
glVertex3f(@$origin, $ground_z);
glVertex3f($origin->x, $origin->y + $axis_len, $ground_z); #++
glEnd();
# draw line for Z axis
# (re-enable depth test so that axis is correctly shown when objects are behind it)
glEnable(GL_DEPTH_TEST);
glBegin(GL_LINES);
glColor3f(0, 0, 1);
glVertex3f(@$origin, $ground_z);
glVertex3f(@$origin, $ground_z+$axis_len);
glEnd();
}
glEnable(GL_LIGHTING);
# draw objects
$self->draw_volumes;
# draw cutting plane
if (defined $self->cutting_plane_z) {
my $plane_z = $self->cutting_plane_z;
my $bb = $volumes_bb;
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBegin(GL_QUADS);
glColor4f(0.8, 0.8, 0.8, 0.5);
glVertex3f($bb->x_min-20, $bb->y_min-20, $plane_z);
glVertex3f($bb->x_max+20, $bb->y_min-20, $plane_z);
glVertex3f($bb->x_max+20, $bb->y_max+20, $plane_z);
glVertex3f($bb->x_min-20, $bb->y_max+20, $plane_z);
glEnd();
glEnable(GL_CULL_FACE);
glDisable(GL_BLEND);
}
glFlush();
$self->SwapBuffers();
}
sub draw_volumes {
my ($self, $fakecolor) = @_;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
foreach my $volume_idx (0..$#{$self->volumes}) {
my $volume = $self->volumes->[$volume_idx];
glPushMatrix();
glTranslatef(@{$volume->origin});
if ($fakecolor) {
my $r = ($volume_idx & 0x000000FF) >> 0;
my $g = ($volume_idx & 0x0000FF00) >> 8;
my $b = ($volume_idx & 0x00FF0000) >> 16;
glColor4f($r/255.0, $g/255.0, $b/255.0, 1);
} elsif ($volume->selected) {
glColor4f(@{ &SELECTED_COLOR });
} elsif ($volume->hover) {
glColor4f(@{ &HOVER_COLOR });
} else {
glColor4f(@{ $volume->color });
}
glCullFace(GL_BACK);
if ($volume->verts) {
glVertexPointer_p(3, $volume->verts);
glNormalPointer_p($volume->norms);
glDrawArrays(GL_TRIANGLES, 0, $volume->verts->elements / 3);
}
if ($volume->quad_verts) {
glVertexPointer_p(3, $volume->quad_verts);
glNormalPointer_p($volume->quad_norms);
glDrawArrays(GL_QUADS, 0, $volume->quad_verts->elements / 3);
}
glPopMatrix();
}
glDisableClientState(GL_NORMAL_ARRAY);
glDisable(GL_BLEND);
if (defined $self->cutting_plane_z) {
glLineWidth(2);
glColor3f(0, 0, 0);
glVertexPointer_p(3, $self->cut_lines_vertices);
glDrawArrays(GL_LINES, 0, $self->cut_lines_vertices->elements / 3);
}
glDisableClientState(GL_VERTEX_ARRAY);
}
package Slic3r::GUI::3DScene::Volume;
use Moo;
has 'bounding_box' => (is => 'ro', required => 1);
has 'origin' => (is => 'rw', default => sub { Slic3r::Pointf3->new(0,0,0) });
has 'color' => (is => 'ro', required => 1);
has 'select_group_id' => (is => 'rw', default => sub { -1 });
has 'drag_group_id' => (is => 'rw', default => sub { -1 });
has 'selected' => (is => 'rw', default => sub { 0 });
has 'hover' => (is => 'rw', default => sub { 0 });
# geometric data
has 'verts' => (is => 'rw');
has 'norms' => (is => 'rw');
has 'quad_verts' => (is => 'rw');
has 'quad_norms' => (is => 'rw');
has 'mesh' => (is => 'rw'); # only required for cut contours
sub transformed_bounding_box {
my ($self) = @_;
my $bb = $self->bounding_box;
$bb->translate(@{$self->origin});
return $bb;
}
package Slic3r::GUI::3DScene;
use base qw(Slic3r::GUI::3DScene::Base);
use OpenGL qw(:glconstants :gluconstants :glufunctions);
use List::Util qw(first);
use Slic3r::Geometry qw(scale unscale);
use constant COLORS => [ [1,1,0,1], [1,0.5,0.5,1], [0.5,1,0.5,1], [0.5,0.5,1,1] ];
__PACKAGE__->mk_accessors(qw(
color_by
select_by
drag_by
volumes_by_object
_objects_by_volumes
));
sub new {
my $class = shift;
my $self = $class->SUPER::new(@_);
$self->color_by('volume'); # object | volume
$self->select_by('object'); # object | volume | instance
$self->drag_by('instance'); # object | instance
$self->volumes_by_object({}); # obj_idx => [ volume_idx, volume_idx ... ]
$self->_objects_by_volumes({}); # volume_idx => [ obj_idx, instance_idx ]
return $self;
}
sub load_object {
my ($self, $model, $obj_idx, $instance_idxs) = @_;
my $model_object;
if ($model->isa('Slic3r::Model::Object')) {
$model_object = $model;
$model = $model_object->model;
$obj_idx = 0;
} else {
$model_object = $model->get_object($obj_idx);
}
$instance_idxs ||= [0..$#{$model_object->instances}];
my @volumes_idx = ();
foreach my $volume_idx (0..$#{$model_object->volumes}) {
my $volume = $model_object->volumes->[$volume_idx];
foreach my $instance_idx (@$instance_idxs) {
my $instance = $model_object->instances->[$instance_idx];
my $mesh = $volume->mesh->clone;
$instance->transform_mesh($mesh);
my $color_idx;
if ($self->color_by eq 'volume') {
$color_idx = $volume_idx;
} elsif ($self->color_by eq 'object') {
$color_idx = $obj_idx;
}
my $color = [ @{COLORS->[ $color_idx % scalar(@{&COLORS}) ]} ];
$color->[3] = $volume->modifier ? 0.5 : 1;
push @{$self->volumes}, my $v = Slic3r::GUI::3DScene::Volume->new(
bounding_box => $mesh->bounding_box,
color => $color,
);
$v->mesh($mesh) if $self->enable_cutting;
if ($self->select_by eq 'object') {
$v->select_group_id($obj_idx*1000000);
} elsif ($self->select_by eq 'volume') {
$v->select_group_id($obj_idx*1000000 + $volume_idx*1000);
} elsif ($self->select_by eq 'instance') {
$v->select_group_id($obj_idx*1000000 + $volume_idx*1000 + $instance_idx);
}
if ($self->drag_by eq 'object') {
$v->drag_group_id($obj_idx*1000);
} elsif ($self->drag_by eq 'instance') {
$v->drag_group_id($obj_idx*1000 + $instance_idx);
}
push @volumes_idx, my $scene_volume_idx = $#{$self->volumes};
$self->_objects_by_volumes->{$scene_volume_idx} = [ $obj_idx, $volume_idx, $instance_idx ];
{
my $vertices = $mesh->vertices;
my @verts = map @{ $vertices->[$_] }, map @$_, @{$mesh->facets};
$v->verts(OpenGL::Array->new_list(GL_FLOAT, @verts));
}
{
my @norms = map { @$_, @$_, @$_ } @{$mesh->normals};
$v->norms(OpenGL::Array->new_list(GL_FLOAT, @norms));
}
}
}
$self->volumes_by_object->{$obj_idx} = [@volumes_idx];
return @volumes_idx;
}
sub load_print_object_slices {
my ($self, $object) = @_;
my @verts = ();
my @norms = ();
my @quad_verts = ();
my @quad_norms = ();
foreach my $layer (@{$object->layers}) {
my $gap = 0;
my $top_z = $layer->print_z;
my $bottom_z = $layer->print_z - $layer->height + $gap;
foreach my $copy (@{ $object->_shifted_copies }) {
{
my @expolygons = map $_->clone, @{$layer->slices};
$_->translate(@$copy) for @expolygons;
$self->_expolygons_to_verts(\@expolygons, $layer->print_z, \@verts, \@norms);
}
foreach my $slice (@{$layer->slices}) {
foreach my $polygon (@$slice) {
foreach my $line (@{$polygon->lines}) {
$line->translate(@$copy);
push @quad_norms, (0,0,-1), (0,0,-1);
push @quad_verts, (map unscale($_), @{$line->a}), $bottom_z;
push @quad_verts, (map unscale($_), @{$line->b}), $bottom_z;
push @quad_norms, (0,0,1), (0,0,1);
push @quad_verts, (map unscale($_), @{$line->b}), $top_z;
push @quad_verts, (map unscale($_), @{$line->a}), $top_z;
# We'll use this for the middle normal when using 4 quads:
#my $xy_normal = $line->normal;
#$_xynormal->scale(1/$line->length);
}
}
}
}
}
my $obb = $object->bounding_box;
my $bb = Slic3r::Geometry::BoundingBoxf3->new;
$bb->merge_point(Slic3r::Pointf3->new_unscale(@{$obb->min_point}, 0));
$bb->merge_point(Slic3r::Pointf3->new_unscale(@{$obb->max_point}, $object->size->z));
push @{$self->volumes}, my $v = Slic3r::GUI::3DScene::Volume->new(
bounding_box => $bb,
color => COLORS->[0],
verts => OpenGL::Array->new_list(GL_FLOAT, @verts),
norms => OpenGL::Array->new_list(GL_FLOAT, @norms),
quad_verts => OpenGL::Array->new_list(GL_FLOAT, @quad_verts),
quad_norms => OpenGL::Array->new_list(GL_FLOAT, @quad_norms),
);
}
sub load_print_object_toolpaths {
my ($self, $object) = @_;
my @quad_verts = ();
my @quad_norms = ();
foreach my $layer (@{$object->layers}) {
my $top_z = $layer->print_z;
my $bottom_z = $layer->print_z - $layer->height;
foreach my $copy (@{ $object->_shifted_copies }) {
foreach my $layerm (@{$layer->regions}) {
foreach my $entity (map @$_, @{$layerm->perimeters}) {
if ($entity->isa('Slic3r::ExtrusionPath')) {
$self->_extrusionpath_to_verts($entity, $top_z, $copy, \@quad_verts, \@quad_norms);
} else {
$self->_extrusionpath_to_verts($_, $top_z, $copy, \@quad_verts, \@quad_norms) for @$entity;
}
}
}
}
}
my $obb = $object->bounding_box;
my $bb = Slic3r::Geometry::BoundingBoxf3->new;
$bb->merge_point(Slic3r::Pointf3->new_unscale(@{$obb->min_point}, 0));
$bb->merge_point(Slic3r::Pointf3->new_unscale(@{$obb->max_point}, $object->size->z));
push @{$self->volumes}, my $v = Slic3r::GUI::3DScene::Volume->new(
bounding_box => $bb,
color => COLORS->[0],
quad_verts => OpenGL::Array->new_list(GL_FLOAT, @quad_verts),
quad_norms => OpenGL::Array->new_list(GL_FLOAT, @quad_norms),
);
}
sub _expolygons_to_verts {
my ($self, $expolygons, $z, $verts, $norms) = @_;
my $tess = gluNewTess();
gluTessCallback($tess, GLU_TESS_BEGIN, 'DEFAULT');
gluTessCallback($tess, GLU_TESS_END, 'DEFAULT');
gluTessCallback($tess, GLU_TESS_VERTEX, sub {
my ($x, $y, $z) = @_;
push @$verts, $x, $y, $z;
push @$norms, (0,0,1), (0,0,1), (0,0,1);
});
gluTessCallback($tess, GLU_TESS_COMBINE, 'DEFAULT');
gluTessCallback($tess, GLU_TESS_ERROR, 'DEFAULT');
gluTessCallback($tess, GLU_TESS_EDGE_FLAG, 'DEFAULT');
foreach my $expolygon (@$expolygons) {
gluTessBeginPolygon($tess);
foreach my $polygon (@$expolygon) {
gluTessBeginContour($tess);
gluTessVertex_p($tess, (map unscale($_), @$_), $z) for @$polygon;
gluTessEndContour($tess);
}
gluTessEndPolygon($tess);
}
gluDeleteTess($tess);
}
sub _extrusionpath_to_verts {
my ($self, $path, $top_z, $copy, $verts, $norms) = @_;
my $bottom_z = $top_z - $path->height;
my $middle_z = ($top_z + $bottom_z) / 2;
my $dist = scale $path->width/2;
foreach my $line (@{$path->polyline->lines}) {
my $len = $line->length;
next if $len == 0;
$line->translate(@$copy);
my $v = Slic3r::Pointf3->new_unscale(@{$line->vector});
$v->scale(1/unscale $len);
my $a = $line->a;
my $b = $line->b;
my $a1 = $a->clone;
my $a2 = $a->clone;
$a1->translate(+$dist*$v->y, -$dist*$v->x); #,,
$a2->translate(-$dist*$v->y, +$dist*$v->x); #,,
my $b1 = $b->clone;
my $b2 = $b->clone;
$b1->translate(+$dist*$v->y, -$dist*$v->x); #,,
$b2->translate(-$dist*$v->y, +$dist*$v->x); #,,
# calculate normal going to the right
my $xy_normal = Slic3r::Pointf3->new_unscale(@{$line->normal}, 0);
$xy_normal->scale(1/unscale $len);
# bottom-right face
{
# normal going downwards
push @$norms, (0,0,-1), (0,0,-1);
push @$verts, (map unscale($_), @$a), $bottom_z;
push @$verts, (map unscale($_), @$b), $bottom_z;
push @$norms, @$xy_normal, @$xy_normal;
push @$verts, (map unscale($_), @$b1), $middle_z;
push @$verts, (map unscale($_), @$a1), $middle_z;
}
# top-right face
{
push @$norms, @$xy_normal, @$xy_normal;
push @$verts, (map unscale($_), @$a1), $middle_z;
push @$verts, (map unscale($_), @$b1), $middle_z;
# normal going upwards
push @$norms, (0,0,1), (0,0,1);
push @$verts, (map unscale($_), @$b), $top_z;
push @$verts, (map unscale($_), @$a), $top_z;
}
# top-left face
{
push @$norms, (0,0,1), (0,0,1);
push @$verts, (map unscale($_), @$a), $top_z;
push @$verts, (map unscale($_), @$b), $top_z;
# calculate normal going to the left
$xy_normal->scale(-1);
push @$norms, @$xy_normal, @$xy_normal;
push @$verts, (map unscale($_), @$b2), $middle_z;
push @$verts, (map unscale($_), @$a2), $middle_z;
}
# bottom-left face
{
push @$norms, @$xy_normal, @$xy_normal;
push @$verts, (map unscale($_), @$a2), $middle_z;
push @$verts, (map unscale($_), @$b2), $middle_z;
# normal going downwards
push @$norms, (0,0,-1), (0,0,-1);
push @$verts, (map unscale($_), @$b), $bottom_z;
push @$verts, (map unscale($_), @$a), $bottom_z;
}
}
}
sub object_idx {
my ($self, $volume_idx) = @_;
return $self->_objects_by_volumes->{$volume_idx}[0];
}
sub volume_idx {
my ($self, $volume_idx) = @_;
return $self->_objects_by_volumes->{$volume_idx}[1];
}
sub instance_idx {
my ($self, $volume_idx) = @_;
return $self->_objects_by_volumes->{$volume_idx}[2];
}
1;