Merge branch 'master' into updating

This commit is contained in:
Vojtech Kral 2018-04-24 18:11:34 +02:00
commit a50bde4267
14 changed files with 280 additions and 174 deletions

View file

@ -162,6 +162,7 @@ sub thread_cleanup {
*Slic3r::TriangleMesh::DESTROY = sub {};
*Slic3r::GUI::AppConfig::DESTROY = sub {};
*Slic3r::GUI::PresetBundle::DESTROY = sub {};
*Slic3r::GUI::Tab::DESTROY = sub {};
*Slic3r::PresetUpdater::DESTROY = sub {};
return undef; # this prevents a "Scalars leaked" warning
}

View file

@ -70,6 +70,7 @@ __PACKAGE__->mk_accessors( qw(_quat _dirty init
_legend_enabled
_warning_enabled
_apply_zoom_to_volumes_filter
_mouse_dragging
) );
@ -146,6 +147,7 @@ sub new {
$self->_warning_enabled(0);
$self->use_plain_shader(0);
$self->_apply_zoom_to_volumes_filter(0);
$self->_mouse_dragging(0);
# Collection of GLVolume objects
$self->volumes(Slic3r::GUI::_3DScene::GLVolume::Collection->new);
@ -199,6 +201,10 @@ sub new {
$self->select_view('left');
} elsif ($key == ord('6')) {
$self->select_view('right');
} elsif ($key == ord('z')) {
$self->zoom_to_volumes;
} elsif ($key == ord('b')) {
$self->zoom_to_bed;
} else {
$event->Skip;
}
@ -381,6 +387,8 @@ sub mouse_event {
my $pos = Slic3r::Pointf->new($e->GetPositionXY);
my $object_idx_selected = $self->{layer_height_edit_last_object_id} = ($self->layer_editing_enabled && $self->{print}) ? $self->_first_selected_object_id_for_variable_layer_height_editing : -1;
$self->_mouse_dragging($e->Dragging);
if ($e->Entering && &Wx::wxMSW) {
# wxMSW needs focus in order to catch mouse wheel events
$self->SetFocus;
@ -595,22 +603,23 @@ sub mouse_wheel_event {
$zoom = $zoom_min if defined $zoom_min && $zoom < $zoom_min;
$self->_zoom($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;
# # 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->on_viewport_changed->() if $self->on_viewport_changed;
$self->Resize($self->GetSizeWH) if $self->IsShownOnScreen;
$self->Refresh;
@ -679,9 +688,82 @@ sub select_view {
sub get_zoom_to_bounding_box_factor {
my ($self, $bb) = @_;
return undef if ($bb->empty);
my $max_size = max(@{$bb->size}) * 2;
return ($max_size == 0) ? undef : min($self->GetSizeWH) / $max_size;
my $max_bb_size = max(@{ $bb->size });
return undef if ($max_bb_size == 0);
# 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) {
# Shift the perspective camera.
my $camera_pos = Slic3r::Pointf3->new(0,0,-$self->_camera_distance);
glTranslatef(@$camera_pos);
}
if (TURNTABLE_MODE) {
# Turntable mode is enabled by default.
glRotatef(-$self->_stheta, 1, 0, 0); # pitch
glRotatef($self->_sphi, 0, 0, 1); # yaw
} else {
# Shift the perspective camera.
my $camera_pos = Slic3r::Pointf3->new(0,0,-$self->_camera_distance);
glTranslatef(@$camera_pos);
my @rotmat = quat_to_rotmatrix($self->quat);
glMultMatrixd_p(@rotmat[0..15]);
}
glTranslatef(@{ $self->_camera_target->negative });
# get the view matrix back from opengl
my @matrix = glGetFloatv_p(GL_MODELVIEW_MATRIX);
# camera axes
my $right = Slic3r::Pointf3->new($matrix[0], $matrix[4], $matrix[8]);
my $up = Slic3r::Pointf3->new($matrix[1], $matrix[5], $matrix[9]);
my $forward = Slic3r::Pointf3->new($matrix[2], $matrix[6], $matrix[10]);
my $bb_min = $bb->min_point();
my $bb_max = $bb->max_point();
my $bb_center = $bb->center();
# bbox vertices in world space
my @vertices = ();
push(@vertices, $bb_min);
push(@vertices, Slic3r::Pointf3->new($bb_max->x(), $bb_min->y(), $bb_min->z()));
push(@vertices, Slic3r::Pointf3->new($bb_max->x(), $bb_max->y(), $bb_min->z()));
push(@vertices, Slic3r::Pointf3->new($bb_min->x(), $bb_max->y(), $bb_min->z()));
push(@vertices, Slic3r::Pointf3->new($bb_min->x(), $bb_min->y(), $bb_max->z()));
push(@vertices, Slic3r::Pointf3->new($bb_max->x(), $bb_min->y(), $bb_max->z()));
push(@vertices, $bb_max);
push(@vertices, Slic3r::Pointf3->new($bb_min->x(), $bb_max->y(), $bb_max->z()));
my $max_x = 0.0;
my $max_y = 0.0;
# margin factor to give some empty space around the bbox
my $margin_factor = 1.25;
foreach my $v (@vertices) {
# project vertex on the plane perpendicular to camera forward axis
my $pos = Slic3r::Pointf3->new($v->x() - $bb_center->x(), $v->y() - $bb_center->y(), $v->z() - $bb_center->z());
my $proj_on_normal = $pos->x() * $forward->x() + $pos->y() * $forward->y() + $pos->z() * $forward->z();
my $proj_on_plane = Slic3r::Pointf3->new($pos->x() - $proj_on_normal * $forward->x(), $pos->y() - $proj_on_normal * $forward->y(), $pos->z() - $proj_on_normal * $forward->z());
# calculates vertex coordinate along camera xy axes
my $x_on_plane = $proj_on_plane->x() * $right->x() + $proj_on_plane->y() * $right->y() + $proj_on_plane->z() * $right->z();
my $y_on_plane = $proj_on_plane->x() * $up->x() + $proj_on_plane->y() * $up->y() + $proj_on_plane->z() * $up->z();
$max_x = max($max_x, $margin_factor * 2 * abs($x_on_plane));
$max_y = max($max_y, $margin_factor * 2 * abs($y_on_plane));
}
my ($cw, $ch) = $self->GetSizeWH;
my $min_ratio = min($cw / $max_x, $ch / $max_y);
return $min_ratio;
}
sub zoom_to_bounding_box {
@ -693,6 +775,8 @@ sub zoom_to_bounding_box {
# center view around bounding box center
$self->_camera_target($bb->center);
$self->on_viewport_changed->() if $self->on_viewport_changed;
$self->Resize($self->GetSizeWH) if $self->IsShownOnScreen;
$self->Refresh;
}
}
@ -1027,8 +1111,8 @@ sub Resize {
#FIXME setting the size of the box 10x larger than necessary
# is only a workaround for an incorrectly set camera.
# This workaround harms Z-buffer accuracy!
# my $depth = 1.05 * $self->max_bounding_box->radius();
my $depth = 10.0 * $self->max_bounding_box->radius();
# my $depth = 1.05 * $self->max_bounding_box->radius();
my $depth = max(@{ $self->max_bounding_box->size });
glOrtho(
-$x/2, $x/2, -$y/2, $y/2,
-$depth, $depth,
@ -1158,7 +1242,7 @@ sub Render {
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
{
if (!TURNTABLE_MODE) {
# Shift the perspective camera.
my $camera_pos = Slic3r::Pointf3->new(0,0,-$self->_camera_distance);
glTranslatef(@$camera_pos);
@ -1182,7 +1266,7 @@ sub Render {
# Head light
glLightfv_p(GL_LIGHT1, GL_POSITION, 1, 0, 1, 0);
if ($self->enable_picking) {
if ($self->enable_picking && !$self->_mouse_dragging) {
if (my $pos = $self->_mouse_pos) {
# Render the object for picking.
# FIXME This cannot possibly work in a multi-sampled context as the color gets mangled by the anti-aliasing.
@ -1281,10 +1365,7 @@ sub Render {
# 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 }),
);
my $axis_len = $self->use_plain_shader ? 0.3 * max(@{ $self->bed_bounding_box->size }) : 2 * max(@{ $volumes_bb->size });
glLineWidth(2);
glBegin(GL_LINES);
# draw line for x axis
@ -1330,8 +1411,8 @@ sub Render {
glEnable(GL_CULL_FACE) if ($self->enable_picking);
}
# draw cutting plane
if (defined $self->cutting_plane_z) {
# draw cutting plane
my $plane_z = $self->cutting_plane_z;
my $bb = $volumes_bb;
glDisable(GL_CULL_FACE);
@ -1347,6 +1428,15 @@ sub Render {
glEnd();
glEnable(GL_CULL_FACE);
glDisable(GL_BLEND);
# draw cutting contours
glEnableClientState(GL_VERTEX_ARRAY);
glLineWidth(2);
glColor3f(0, 0, 0);
glVertexPointer_c(3, GL_FLOAT, 0, $self->cut_lines_vertices->ptr());
glDrawArrays(GL_LINES, 0, $self->cut_lines_vertices->elements / 3);
glVertexPointer_c(3, GL_FLOAT, 0, 0);
glDisableClientState(GL_VERTEX_ARRAY);
}
# draw warning message
@ -1393,18 +1483,10 @@ sub draw_volumes {
$volume->render;
}
glDisableClientState(GL_NORMAL_ARRAY);
glDisable(GL_BLEND);
glEnable(GL_CULL_FACE);
if (defined $self->cutting_plane_z) {
glLineWidth(2);
glColor3f(0, 0, 0);
glVertexPointer_c(3, GL_FLOAT, 0, $self->cut_lines_vertices->ptr());
glDrawArrays(GL_LINES, 0, $self->cut_lines_vertices->elements / 3);
glVertexPointer_c(3, GL_FLOAT, 0, 0);
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(GL_BLEND);
glEnable(GL_CULL_FACE);
}
sub mark_volumes_for_layer_height {
@ -1753,8 +1835,8 @@ sub _vertex_shader_Gouraud {
// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31)
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SPECULAR (0.25 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 200.0
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
// normalized values for (1./1.43, 0.2/1.43, 1./1.43)
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
@ -1784,15 +1866,9 @@ varying vec3 delta_box_max;
void main()
{
vec3 eye = -normalize((gl_ModelViewMatrix * gl_Vertex).xyz);
// First transform the normal into camera space and normalize the result.
vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
// Now normalize the light's direction. Note that according to the OpenGL specification, the light is stored in eye space.
// Also since we're talking about a directional light, the position field is actually direction.
vec3 halfVector = normalize(LIGHT_TOP_DIR + eye);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
@ -1801,7 +1877,7 @@ void main()
intensity.y = 0.0;
if (NdotL > 0.0)
intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, halfVector), 0.0), LIGHT_TOP_SHININESS);
intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular applied).
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);
@ -1926,8 +2002,8 @@ sub _vertex_shader_variable_layer_height {
const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929);
#define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SPECULAR (0.25 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 200.0
#define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION)
#define LIGHT_TOP_SHININESS 20.0
const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074);
#define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION)
@ -1943,15 +2019,9 @@ varying float object_z;
void main()
{
vec3 eye = -normalize((gl_ModelViewMatrix * gl_Vertex).xyz);
// First transform the normal into camera space and normalize the result.
vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
// Now normalize the light's direction. Note that according to the OpenGL specification, the light is stored in eye space.
// Also since we're talking about a directional light, the position field is actually direction.
vec3 halfVector = normalize(LIGHT_TOP_DIR + eye);
// Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex.
// Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range.
float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0);
@ -1960,7 +2030,7 @@ void main()
intensity.y = 0.0;
if (NdotL > 0.0)
intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, halfVector), 0.0), LIGHT_TOP_SHININESS);
intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS);
// Perform the same lighting calculation for the 2nd light source (no specular)
NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0);

View file

@ -1677,6 +1677,7 @@ sub update {
$self->{canvas}->reload_scene if $self->{canvas};
$self->{canvas3D}->reload_scene if $self->{canvas3D};
$self->{preview3D}->reset_gcode_preview_data if $self->{preview3D};
$self->{preview3D}->reload_print if $self->{preview3D};
}
@ -1856,6 +1857,7 @@ sub object_cut_dialog {
$self->remove($obj_idx);
$self->load_model_objects(grep defined($_), @new_objects);
$self->arrange;
$self->{canvas3D}->zoom_to_volumes if $self->{canvas3D};
}
}

View file

@ -10,7 +10,7 @@ use base qw(Wx::Panel Class::Accessor);
use Wx::Locale gettext => 'L';
__PACKAGE__->mk_accessors(qw(print gcode_preview_data enabled _loaded canvas slider_low slider_high single_layer auto_zoom));
__PACKAGE__->mk_accessors(qw(print gcode_preview_data enabled _loaded canvas slider_low slider_high single_layer));
sub new {
my $class = shift;
@ -21,7 +21,6 @@ sub new {
$self->{number_extruders} = 1;
# Show by feature type by default.
$self->{preferred_color_mode} = 'feature';
$self->auto_zoom(1);
# init GUI elements
my $canvas = Slic3r::GUI::3DScene->new($self);
@ -73,6 +72,9 @@ sub new {
$choice_view_type->Append(L("Tool"));
$choice_view_type->SetSelection(0);
# the following value needs to be changed if new items are added into $choice_view_type before "Tool"
$self->{tool_idx} = 5;
my $label_show_features = $self->{label_show_features} = Wx::StaticText->new($self, -1, L("Show"));
my $combochecklist_features = $self->{combochecklist_features} = Wx::ComboCtrl->new();
@ -205,43 +207,31 @@ sub new {
});
EVT_CHOICE($self, $choice_view_type, sub {
my $selection = $choice_view_type->GetCurrentSelection();
$self->{preferred_color_mode} = ($selection == 4) ? 'tool' : 'feature';
$self->{preferred_color_mode} = ($selection == $self->{tool_idx}) ? 'tool' : 'feature';
$self->gcode_preview_data->set_type($selection);
$self->auto_zoom(0);
$self->reload_print;
$self->auto_zoom(1);
});
EVT_CHECKLISTBOX($self, $combochecklist_features, sub {
my $flags = Slic3r::GUI::combochecklist_get_flags($combochecklist_features);
$self->gcode_preview_data->set_extrusion_flags($flags);
$self->auto_zoom(0);
$self->refresh_print;
$self->auto_zoom(1);
});
EVT_CHECKBOX($self, $checkbox_travel, sub {
$self->gcode_preview_data->set_travel_visible($checkbox_travel->IsChecked());
$self->auto_zoom(0);
$self->refresh_print;
$self->auto_zoom(1);
});
EVT_CHECKBOX($self, $checkbox_retractions, sub {
$self->gcode_preview_data->set_retractions_visible($checkbox_retractions->IsChecked());
$self->auto_zoom(0);
$self->refresh_print;
$self->auto_zoom(1);
});
EVT_CHECKBOX($self, $checkbox_unretractions, sub {
$self->gcode_preview_data->set_unretractions_visible($checkbox_unretractions->IsChecked());
$self->auto_zoom(0);
$self->refresh_print;
$self->auto_zoom(1);
});
EVT_CHECKBOX($self, $checkbox_shells, sub {
$self->gcode_preview_data->set_shells_visible($checkbox_shells->IsChecked());
$self->auto_zoom(0);
$self->refresh_print;
$self->auto_zoom(1);
});
$self->SetSizer($main_sizer);
@ -302,6 +292,12 @@ sub refresh_print {
$self->load_print;
}
sub reset_gcode_preview_data {
my ($self) = @_;
$self->gcode_preview_data->reset;
$self->canvas->reset_legend_texture();
}
sub load_print {
my ($self) = @_;
@ -341,7 +337,7 @@ sub load_print {
# It is left to Slic3r to decide whether the print shall be colored by the tool or by the feature.
# Color by feature if it is a single extruder print.
my $extruders = $self->{print}->extruders;
my $type = (scalar(@{$extruders}) > 1) ? 4 : 0;
my $type = (scalar(@{$extruders}) > 1) ? $self->{tool_idx} : 0;
$self->gcode_preview_data->set_type($type);
$self->{choice_view_type}->SetSelection($type);
# If the ->SetSelection changed the following line, revert it to "decide yourself".
@ -350,7 +346,7 @@ sub load_print {
# Collect colors per extruder.
my @colors = ();
if (! $self->gcode_preview_data->empty() || $self->gcode_preview_data->type == 4) {
if (! $self->gcode_preview_data->empty() || $self->gcode_preview_data->type == $self->{tool_idx}) {
my @extruder_colors = @{$self->{config}->extruder_colour};
my @filament_colors = @{$self->{config}->filament_colour};
for (my $i = 0; $i <= $#extruder_colors; $i += 1) {
@ -374,7 +370,7 @@ sub load_print {
}
$self->show_hide_ui_elements('simple');
} else {
$self->{force_sliders_full_range} = (scalar(@{$self->canvas->volumes}) == 0) && $self->auto_zoom;
$self->{force_sliders_full_range} = (scalar(@{$self->canvas->volumes}) == 0);
$self->canvas->load_gcode_preview($self->print, $self->gcode_preview_data, \@colors);
$self->show_hide_ui_elements('full');
@ -384,10 +380,6 @@ sub load_print {
}
$self->update_sliders($n_layers);
if ($self->auto_zoom) {
$self->canvas->zoom_to_volumes;
}
$self->_loaded(1);
}
}
@ -475,11 +467,11 @@ sub set_number_extruders {
if ($self->{number_extruders} != $number_extruders) {
$self->{number_extruders} = $number_extruders;
my $type = ($number_extruders > 1) ?
4 # color by a tool number
$self->{tool_idx} # color by a tool number
: 0; # color by a feature type
$self->{choice_view_type}->SetSelection($type);
$self->gcode_preview_data->set_type($type);
$self->{preferred_color_mode} = ($type == 4) ? 'tool_or_feature' : 'feature';
$self->{preferred_color_mode} = ($type == $self->{tool_idx}) ? 'tool_or_feature' : 'feature';
}
}