mirror of
https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-20 05:07:51 -06:00
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>
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197 changed files with 27190 additions and 2454 deletions
354
src/slic3r/GUI/TextLines.cpp
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354
src/slic3r/GUI/TextLines.cpp
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#include "TextLines.hpp"
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#include <GL/glew.h>
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#include "libslic3r/Model.hpp"
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#include "libslic3r/Emboss.hpp"
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#include "libslic3r/TriangleMeshSlicer.hpp"
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#include "libslic3r/Tesselate.hpp"
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#include "libslic3r/AABBTreeLines.hpp"
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#include "libslic3r/ExPolygonsIndex.hpp"
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#include "libslic3r/ClipperUtils.hpp"
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#include "slic3r/GUI/Selection.hpp"
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#include "slic3r/GUI/GLCanvas3D.hpp"
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#include "slic3r/GUI/GLModel.hpp"
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#include "slic3r/GUI/GUI_App.hpp"
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#include "slic3r/GUI/Plater.hpp"
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#include "slic3r/GUI/Camera.hpp"
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#include "slic3r/GUI/3DScene.hpp"
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using namespace Slic3r;
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using namespace Slic3r::Emboss;
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using namespace Slic3r::GUI;
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namespace {
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// Be careful it is not water tide and contain self intersections
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// It is only for visualization purposes
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indexed_triangle_set its_create_torus(const Slic3r::Polygon &polygon, float radius, size_t steps = 20)
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{
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assert(!polygon.empty());
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if (polygon.empty())
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return {};
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size_t count = polygon.size();
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if (count < 3)
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return {};
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// convert and scale to float
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std::vector<Vec2f> points_d;
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points_d.reserve(count);
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for (const Point &point : polygon.points)
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points_d.push_back(unscale(point).cast<float>());
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// pre calculate normalized line directions
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auto calc_line_norm = [](const Vec2f &f, const Vec2f &s) -> Vec2f { return (s - f).normalized(); };
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std::vector<Vec2f> line_norm(points_d.size());
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for (size_t i = 0; i < count - 1; ++i)
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line_norm[i] = calc_line_norm(points_d[i], points_d[i + 1]);
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line_norm.back() = calc_line_norm(points_d.back(), points_d.front());
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// precalculate sinus and cosinus
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double angle_step = 2 * M_PI / steps;
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std::vector<std::pair<double, float>> sin_cos;
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sin_cos.reserve(steps);
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for (size_t s = 0; s < steps; ++s) {
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double angle = s * angle_step;
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sin_cos.emplace_back(
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radius * std::sin(angle),
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static_cast<float>(radius * std::cos(angle))
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);
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}
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indexed_triangle_set sphere = its_make_sphere(radius, 2 * PI / steps);
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// create torus model along polygon path
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indexed_triangle_set model;
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model.vertices.reserve(2 * steps * count + sphere.vertices.size()*count);
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model.indices.reserve(2 * steps * count + sphere.indices.size()*count);
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const Vec2f *prev_prev_point_d = &points_d[count-2]; // one before back
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const Vec2f *prev_point_d = &points_d.back();
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auto calc_angle = [](const Vec2f &d0, const Vec2f &d1) {
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double dot = d0.dot(d1);
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double det = d0.x() * d1.y() - d0.y() * d1.x(); // Determinant
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return std::atan2(det, dot); // atan2(y, x) or atan2(sin, cos)
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};
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// opposit previos direction of line - for calculate angle
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Vec2f opposit_prev_dir = (*prev_prev_point_d) - (*prev_point_d);
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for (size_t i = 0; i < count; ++i) {
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const Vec2f & point_d = points_d[i];
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// line segment direction
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Vec2f dir = point_d - (*prev_point_d);
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double angle = calc_angle(opposit_prev_dir, dir);
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double allowed_preccission = 1e-6;
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if (angle >= (PI - allowed_preccission) ||
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angle <= (-PI + allowed_preccission))
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continue; // it is almost line
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// perpendicular direction to line
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Vec2d p_dir(dir.y(), -dir.x());
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p_dir.normalize(); // Should done with double preccission
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// p_dir is tube unit side vector
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// tube unit top vector is z direction
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// Tube
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int prev_index = model.vertices.size() + 2 * sin_cos.size() - 2;
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for (const auto &[s, c] : sin_cos) {
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Vec2f side = (s * p_dir).cast<float>();
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Vec2f xy0 = side + (*prev_point_d);
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Vec2f xy1 = side + point_d;
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model.vertices.emplace_back(xy0.x(), xy0.y(), c); // pointing of prev index
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model.vertices.emplace_back(xy1.x(), xy1.y(), c);
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// create triangle indices
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int f0 = prev_index;
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int s0 = f0 + 1;
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int f1 = model.vertices.size() - 2;
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int s1 = f1 + 1;
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prev_index = f1;
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model.indices.emplace_back(s0, f0, s1);
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model.indices.emplace_back(f1, s1, f0);
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}
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prev_prev_point_d = prev_point_d;
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prev_point_d = &point_d;
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opposit_prev_dir = -dir;
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}
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// sphere on each point
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for (Vec2f& p: points_d){
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indexed_triangle_set sphere_copy = sphere;
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its_translate(sphere_copy, Vec3f(p.x(), p.y(), 0.f));
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its_merge(model, sphere_copy);
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}
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return model;
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}
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// select closest contour for each line
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TextLines select_closest_contour(const std::vector<Polygons> &line_contours) {
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TextLines result;
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result.reserve(line_contours.size());
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Vec2d zero(0., 0.);
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for (const Polygons &polygons : line_contours){
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if (polygons.empty()) {
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result.emplace_back();
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continue;
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}
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// Improve: use int values and polygons only
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// Slic3r::Polygons polygons = union_(polygons);
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// std::vector<Slic3r::Line> lines = to_lines(polygons);
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// AABBTreeIndirect::Tree<2, Point> tree;
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// size_t line_idx;
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// Point hit_point;
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// Point::Scalar distance = AABBTreeLines::squared_distance_to_indexed_lines(lines, tree, point, line_idx, hit_point);
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ExPolygons expolygons = union_ex(polygons);
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std::vector<Linef> linesf = to_linesf(expolygons);
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AABBTreeIndirect::Tree2d tree = AABBTreeLines::build_aabb_tree_over_indexed_lines(linesf);
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size_t line_idx = 0;
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Vec2d hit_point;
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// double distance =
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AABBTreeLines::squared_distance_to_indexed_lines(linesf, tree, zero, line_idx, hit_point);
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// conversion between index of point and expolygon
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ExPolygonsIndices cvt(expolygons);
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ExPolygonsIndex index = cvt.cvt(static_cast<uint32_t>(line_idx));
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const Slic3r::Polygon& polygon = index.is_contour() ?
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expolygons[index.expolygons_index].contour :
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expolygons[index.expolygons_index].holes[index.hole_index()];
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Point hit_point_int = hit_point.cast<Point::coord_type>();
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TextLine tl{polygon, PolygonPoint{index.point_index, hit_point_int}};
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result.emplace_back(tl);
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}
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return result;
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}
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inline Eigen::AngleAxis<double> get_rotation() { return Eigen::AngleAxis(-M_PI_2, Vec3d::UnitX()); }
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indexed_triangle_set create_its(const TextLines &lines, float radius)
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{
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indexed_triangle_set its;
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// create model from polygons
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for (const TextLine &line : lines) {
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const Slic3r::Polygon &polygon = line.polygon;
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if (polygon.empty()) continue;
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indexed_triangle_set line_its = its_create_torus(polygon, radius);
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auto transl = Eigen::Translation3d(0., line.y, 0.);
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Transform3d tr = transl * get_rotation();
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its_transform(line_its, tr);
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its_merge(its, line_its);
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}
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return its;
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}
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GLModel::Geometry create_geometry(const TextLines &lines, float radius, bool is_mirrored)
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{
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indexed_triangle_set its = create_its(lines, radius);
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GLModel::Geometry geometry;
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geometry.format = {GLModel::Geometry::EPrimitiveType::Triangles, GUI::GLModel::Geometry::EVertexLayout::P3};
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ColorRGBA color(.7f, .7f, .7f, .7f); // Transparent Gray
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geometry.color = color;
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geometry.reserve_vertices(its.vertices.size());
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for (Vec3f vertex : its.vertices)
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geometry.add_vertex(vertex);
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geometry.reserve_indices(its.indices.size() * 3);
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if (is_mirrored) {
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// change order of indices
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for (Vec3i t : its.indices)
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geometry.add_triangle(t[0], t[2], t[1]);
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} else {
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for (Vec3i t : its.indices)
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geometry.add_triangle(t[0], t[1], t[2]);
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}
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return geometry;
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}
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} // namespace
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void TextLinesModel::init(const Transform3d &text_tr,
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const ModelVolumePtrs &volumes_to_slice,
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/*const*/ Emboss::StyleManager &style_manager,
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unsigned count_lines)
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{
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assert(style_manager.is_active_font());
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if (!style_manager.is_active_font())
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return;
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const auto &ffc = style_manager.get_font_file_with_cache();
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assert(ffc.has_value());
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if (!ffc.has_value())
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return;
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const auto &ff_ptr = ffc.font_file;
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assert(ff_ptr != nullptr);
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if (ff_ptr == nullptr)
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return;
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const FontFile &ff = *ff_ptr;
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const FontProp &fp = style_manager.get_font_prop();
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FontProp::VerticalAlign align = fp.align.second;
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double line_height_mm = calc_line_height_in_mm(ff, fp);
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assert(line_height_mm > 0);
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if (line_height_mm <= 0)
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return;
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m_model.reset();
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m_lines.clear();
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// size_in_mm .. contain volume scale and should be ascent value in mm
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double line_offset = fp.size_in_mm * ascent_ratio_offset;
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double first_line_center = line_offset + get_align_y_offset_in_mm(align, count_lines, ff, fp);
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std::vector<float> line_centers(count_lines);
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for (size_t i = 0; i < count_lines; ++i)
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line_centers[i] = static_cast<float>(first_line_center - i * line_height_mm);
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// contour transformation
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Transform3d c_trafo = text_tr * get_rotation();
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Transform3d c_trafo_inv = c_trafo.inverse();
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std::vector<Polygons> line_contours(count_lines);
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for (const ModelVolume *volume : volumes_to_slice) {
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MeshSlicingParams slicing_params;
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slicing_params.trafo = c_trafo_inv * volume->get_matrix();
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for (size_t i = 0; i < count_lines; ++i) {
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const Polygons polys = Slic3r::slice_mesh(volume->mesh().its, line_centers[i], slicing_params);
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if (polys.empty())
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continue;
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Polygons &contours = line_contours[i];
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contours.insert(contours.end(), polys.begin(), polys.end());
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}
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}
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// fix for text line out of object
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// When move text close to edge - line center could be out of object
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for (Polygons &contours: line_contours) {
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if (!contours.empty())
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continue;
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// use line center at zero, there should be some contour.
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float line_center = 0.f;
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for (const ModelVolume *volume : volumes_to_slice) {
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MeshSlicingParams slicing_params;
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slicing_params.trafo = c_trafo_inv * volume->get_matrix();
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const Polygons polys = Slic3r::slice_mesh(volume->mesh().its, line_center, slicing_params);
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if (polys.empty())
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continue;
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contours.insert(contours.end(), polys.begin(), polys.end());
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}
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}
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m_lines = select_closest_contour(line_contours);
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assert(m_lines.size() == count_lines);
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assert(line_centers.size() == count_lines);
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for (size_t i = 0; i < count_lines; ++i)
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m_lines[i].y = line_centers[i];
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bool is_mirrored = has_reflection(text_tr);
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float radius = static_cast<float>(line_height_mm / 20.);
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//*
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GLModel::Geometry geometry = create_geometry(m_lines, radius, is_mirrored);
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if (geometry.vertices_count() == 0 || geometry.indices_count() == 0)
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return;
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m_model.init_from(std::move(geometry));
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/*/
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// slower solution
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ColorRGBA color(.7f, .7f, .7f, .7f); // Transparent Gray
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m_model.set_color(color);
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m_model.init_from(create_its(m_lines));
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//*/
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}
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void TextLinesModel::render(const Transform3d &text_world)
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{
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if (!m_model.is_initialized())
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return;
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GUI_App &app = wxGetApp();
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const GLShaderProgram *shader = app.get_shader("flat");
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if (shader == nullptr)
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return;
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const Camera &camera = app.plater()->get_camera();
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shader->start_using();
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shader->set_uniform("view_model_matrix", camera.get_view_matrix() * text_world);
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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bool is_depth_test = glIsEnabled(GL_DEPTH_TEST);
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if (!is_depth_test)
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glsafe(::glEnable(GL_DEPTH_TEST));
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bool is_blend = glIsEnabled(GL_BLEND);
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if (!is_blend)
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glsafe(::glEnable(GL_BLEND));
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// glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
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m_model.render();
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if (!is_depth_test)
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glsafe(::glDisable(GL_DEPTH_TEST));
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if (!is_blend)
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glsafe(::glDisable(GL_BLEND));
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shader->stop_using();
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}
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double TextLinesModel::calc_line_height_in_mm(const Slic3r::Emboss::FontFile &ff, const FontProp &fp)
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{
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int line_height = Slic3r::Emboss::get_line_height(ff, fp); // In shape size
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double scale = Slic3r::Emboss::get_text_shape_scale(fp, ff);
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return line_height * scale;
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}
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