Port Emboss & SVG gizmo from PrusaSlicer (#2819)

* Rework UI jobs to make them more understandable and flexible.

* Update Orca specific jobs

* Fix progress issue

* Fix dark mode and window radius

* Update cereal version from 1.2.2 to 1.3.0

(cherry picked from commit prusa3d/PrusaSlicer@057232a275)

* Initial port of Emboss gizmo

* Bump up CGAL version to 5.4

(cherry picked from commit prusa3d/PrusaSlicer@1bf9dee3e7)

* Fix text rotation

* Fix test dragging

* Add text gizmo to right click menu

* Initial port of SVG gizmo

* Fix text rotation

* Fix Linux build

* Fix "from surface"

* Fix -90 rotation

* Fix icon path

* Fix loading font with non-ascii name

* Fix storing non-utf8 font descriptor in 3mf file

* Fix filtering with non-utf8 characters

* Emboss: Use Orca style input dialog

* Fix build on macOS

* Fix tooltip color in light mode

* InputText: fixed incorrect padding when FrameBorder > 0. (ocornut/imgui#4794, ocornut/imgui#3781)
InputTextMultiline: fixed vertical tracking with large values of FramePadding.y. (ocornut/imgui#3781, ocornut/imgui#4794)

(cherry picked from commit ocornut/imgui@072caa4a90)
(cherry picked from commit ocornut/imgui@bdd2a94315)

* SVG: Use Orca style input dialog

* Fix job progress update

* Fix crash when select editing text in preview screen

* Use Orca checkbox style

* Fix issue that toolbar icons are kept regenerated

* Emboss: Fix text & icon alignment

* SVG: Fix text & icon alignment

* Emboss: fix toolbar icon mouse hover state

* Add a simple subtle outline effect by drawing back faces using wireframe mode

* Disable selection outlines

* Show outline in white if the model color is too dark

* Make the outline algorithm more reliable

* Enable cull face, which fix render on Linux

* Fix `disable_cullface`

* Post merge fix

* Optimize selection rendering

* Fix scale gizmo

* Emboss: Fix text rotation if base object is scaled

* Fix volume synchronize

* Fix emboss rotation

* Emboss: Fix advance toggle

* Fix text position after reopened the project

* Make font style preview darker

* Make font style preview selector height shorter

---------

Co-authored-by: tamasmeszaros <meszaros.q@gmail.com>
Co-authored-by: ocornut <omarcornut@gmail.com>
Co-authored-by: SoftFever <softfeverever@gmail.com>
This commit is contained in:
Noisyfox 2023-12-09 22:46:18 +08:00 committed by GitHub
parent 7a8e1929ee
commit 933aa3050b
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197 changed files with 27190 additions and 2454 deletions

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#ifndef slic3r_SurfaceDrag_hpp_
#define slic3r_SurfaceDrag_hpp_
#include <optional>
#include "libslic3r/Point.hpp" // Vec2d, Transform3d
#include "slic3r/Utils/RaycastManager.hpp"
#include "wx/event.h" // wxMouseEvent
#include <functional>
namespace Slic3r {
class GLVolume;
class ModelVolume;
} // namespace Slic3r
namespace Slic3r::GUI {
class GLCanvas3D;
class Selection;
class TransformationType;
struct Camera;
// Data for drag&drop over surface with mouse
struct SurfaceDrag
{
// hold screen coor offset of cursor from object center
Vec2d mouse_offset;
// Start dragging text transformations to world
Transform3d world;
// Invers transformation of text volume instance
// Help convert world transformation to instance space
Transform3d instance_inv;
// Dragged gl volume
GLVolume *gl_volume;
// condition for raycaster
RaycastManager::AllowVolumes condition;
// initial rotation in Z axis of volume
std::optional<float> start_angle;
// initial Z distance from surface
std::optional<float> start_distance;
// Flag whether coordinate hit some volume
bool exist_hit = true;
// hold screen coor offset of cursor from object center without SLA shift
Vec2d mouse_offset_without_sla_shift;
};
// Limit direction of up vector on model
// Between side and top surface
constexpr double UP_LIMIT = 0.9;
/// <summary>
/// Mouse event handler, when move(drag&drop) volume over model surface
/// NOTE: Dragged volume has to be selected. And also has to be hovered on start of dragging.
/// </summary>
/// <param name="mouse_event">Contain type of event and mouse position</param>
/// <param name="camera">Actual viewport of camera</param>
/// <param name="surface_drag">Structure which keep information about dragging</param>
/// <param name="canvas">Contain gl_volumes and selection</param>
/// <param name="raycast_manager">AABB trees for raycast in object
/// Refresh state inside of function </param>
/// <param name="up_limit">When set than use correction of up vector</param>
/// <returns>True when event is processed otherwise false</returns>
bool on_mouse_surface_drag(const wxMouseEvent &mouse_event,
const Camera &camera,
std::optional<SurfaceDrag> &surface_drag,
GLCanvas3D &canvas,
RaycastManager &raycast_manager,
const std::optional<double>&up_limit = {});
/// <summary>
/// Calculate translation of volume onto surface of model
/// </summary>
/// <param name="selection">Must contain only one selected volume, Transformation of current instance</param>
/// <param name="raycast_manager">AABB trees of object. Actualize object</param>
/// <returns>Offset of volume in volume coordinate</returns>
std::optional<Vec3d> calc_surface_offset(const Selection &selection, RaycastManager &raycast_manager);
/// <summary>
/// Calculate distance by ray to surface of object in emboss direction
/// </summary>
/// <param name="gl_volume">Define embossed volume</param>
/// <param name="raycaster">Way to cast rays to object</param>
/// <param name="canvas">Contain model</param>
/// <returns>Calculated distance from surface</returns>
std::optional<float> calc_distance(const GLVolume &gl_volume, RaycastManager &raycaster, GLCanvas3D &canvas);
std::optional<float> calc_distance(const GLVolume &gl_volume, const RaycastManager &raycaster, const RaycastManager::ISkip *condition);
/// <summary>
/// Calculate up vector angle
/// </summary>
/// <param name="selection">Calculation of angle is for selected one volume</param>
/// <returns></returns>
std::optional<float> calc_angle(const Selection &selection);
/// <summary>
/// Get transformation to world
/// - use fix after store to 3mf when exists
/// </summary>
/// <param name="gl_volume">Scene volume</param>
/// <param name="objects">To identify Model volume with fix transformation</param>
/// <returns>Fixed Transformation of gl_volume</returns>
Transform3d world_matrix_fixed(const GLVolume &gl_volume, const ModelObjectPtrs& objects);
/// <summary>
/// Get transformation to world
/// - use fix after store to 3mf when exists
/// NOTE: when not one volume selected return identity
/// </summary>
/// <param name="selection">Selected volume</param>
/// <returns>Fixed Transformation of selected volume in selection</returns>
Transform3d world_matrix_fixed(const Selection &selection);
/// <summary>
/// Wrap function around selection transformation to apply fix transformation
/// Fix transformation is needed because of (store/load) volume (to/from) 3mf
/// </summary>
/// <param name="selection">Selected gl volume will be modified</param>
/// <param name="selection_transformation_fnc">Function modified Selection transformation</param>
void selection_transform(Selection &selection, const std::function<void()>& selection_transformation_fnc);
/// <summary>
/// Apply camera direction for emboss direction
/// </summary>
/// <param name="camera">Define view vector</param>
/// <param name="canvas">Containe Selected ModelVolume to modify orientation</param>
/// <param name="wanted_up_limit">[Optional]Limit for direction of up vector</param>
/// <returns>True when apply change otherwise false</returns>
bool face_selected_volume_to_camera(const Camera &camera, GLCanvas3D &canvas, const std::optional<double> &wanted_up_limit = {});
/// <summary>
/// Rotation around z Axis(emboss direction)
/// </summary>
/// <param name="canvas">Selected volume for rotation</param>
/// <param name="relative_angle">Relative angle to rotate around emboss direction</param>
void do_local_z_rotate(GLCanvas3D &canvas, double relative_angle);
/// <summary>
/// Translation along local z Axis (emboss direction)
/// </summary>
/// <param name="canvas">Selected volume for translate</param>
/// <param name="relative_move">Relative move along emboss direction</param>
void do_local_z_move(GLCanvas3D &canvas, double relative_move);
/// <summary>
/// Distiguish between object and volume
/// Differ in possible transformation type
/// </summary>
/// <param name="selection">Contain selected volume/object</param>
/// <returns>Transformation to use</returns>
TransformationType get_drag_transformation_type(const Selection &selection);
/// <summary>
/// On dragging rotate gizmo func
/// Transform GLVolume from selection
/// </summary>
/// <param name="gizmo_angle">GLGizmoRotate::get_angle()</param>
/// <param name="current_angle">In/Out current angle visible in UI</param>
/// <param name="start_angle">Cache for start dragging angle</param>
/// <param name="selection">Selected only Actual embossed volume</param>
void dragging_rotate_gizmo(double gizmo_angle, std::optional<float>& current_angle, std::optional<float> &start_angle, Selection &selection);
} // namespace Slic3r::GUI
#endif // slic3r_SurfaceDrag_hpp_