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Wipe tower postprocessing, wipe tower block on 3D plate improved.
- it renders red with one egde as indeterminate, the front edge is where the wipe tower will start - changing width changes depth of the block (as requested) - the block shows the brim of the wipe tower - after slicing, the block is rendered in usual dark green and takes the exact shape of the tower (also with brim) - moving or rotationg the block after slicing does not invalidate the wipe tower (and hence the exact block dimensions are preserved) - changing anything that invalidates the wipe tower reverts the block back to the "indeterminate" shape - the block is not shown after slicing, if the wipe tower is not actually generated (printing single color object with the wipe tower enabled) This required changes in the wipe tower generator, which now generates the tower at origin with no rotation. Resulting gcode is postprocessed and transformed during gcode export. This means the wipe tower needs not be invalidated when it is moved or rotated.
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14 changed files with 264 additions and 77 deletions
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@ -643,20 +643,62 @@ std::vector<int> GLVolumeCollection::load_object(
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return volumes_idx;
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}
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int GLVolumeCollection::load_wipe_tower_preview(
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int obj_idx, float pos_x, float pos_y, float width, float depth, float height, float rotation_angle, bool use_VBOs)
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{
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float color[4] = { 0.5f, 0.5f, 0.0f, 0.5f };
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this->volumes.emplace_back(new GLVolume(color));
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GLVolume &v = *this->volumes.back();
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int GLVolumeCollection::load_wipe_tower_preview(
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int obj_idx, float pos_x, float pos_y, float width, float depth, float height, float rotation_angle, bool use_VBOs, bool size_unknown, float brim_width)
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{
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if (depth < 0.01f)
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return int(this->volumes.size() - 1);
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if (height == 0.0f)
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height = 0.1f;
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auto mesh = make_cube(width, depth, height);
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mesh.translate(-width / 2.f, -depth / 2.f, 0.f);
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Point origin_of_rotation(0.f, 0.f);
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mesh.rotate(rotation_angle,&origin_of_rotation);
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TriangleMesh mesh;
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float color[4] = { 0.5f, 0.5f, 0.0f, 1.f };
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// In case we don't know precise dimensions of the wipe tower yet, we'll draw the box with different color with one side jagged:
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if (size_unknown) {
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color[0] = 1.f;
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color[1] = 0.f;
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depth = std::max(depth, 10.f); // Too narrow tower would interfere with the teeth. The estimate is not precise anyway.
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float min_width = 30.f;
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// We'll now create the box with jagged edge. y-coordinates of the pre-generated model are shifted so that the front
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// edge has y=0 and centerline of the back edge has y=depth:
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Pointf3s points;
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std::vector<Point3> facets;
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float out_points_idx[][3] = {{0, -depth, 0}, {0, 0, 0}, {38.453, 0, 0}, {61.547, 0, 0}, {100, 0, 0}, {100, -depth, 0}, {55.7735, -10, 0}, {44.2265, 10, 0},
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{38.453, 0, 1}, {0, 0, 1}, {0, -depth, 1}, {100, -depth, 1}, {100, 0, 1}, {61.547, 0, 1}, {55.7735, -10, 1}, {44.2265, 10, 1}};
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int out_facets_idx[][3] = {{0, 1, 2}, {3, 4, 5}, {6, 5, 0}, {3, 5, 6}, {6, 2, 7}, {6, 0, 2}, {8, 9, 10}, {11, 12, 13}, {10, 11, 14}, {14, 11, 13}, {15, 8, 14},
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{8, 10, 14}, {3, 12, 4}, {3, 13, 12}, {6, 13, 3}, {6, 14, 13}, {7, 14, 6}, {7, 15, 14}, {2, 15, 7}, {2, 8, 15}, {1, 8, 2}, {1, 9, 8},
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{0, 9, 1}, {0, 10, 9}, {5, 10, 0}, {5, 11, 10}, {4, 11, 5}, {4, 12, 11}};
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for (int i=0;i<16;++i)
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points.push_back(Pointf3(out_points_idx[i][0] / (100.f/min_width), out_points_idx[i][1] + depth, out_points_idx[i][2]));
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for (int i=0;i<28;++i)
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facets.push_back(Point3(out_facets_idx[i][0], out_facets_idx[i][1], out_facets_idx[i][2]));
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TriangleMesh tooth_mesh(points, facets);
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// We have the mesh ready. It has one tooth and width of min_width. We will now append several of these together until we are close to
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// the required width of the block. Than we can scale it precisely.
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size_t n = std::max(1, int(width/min_width)); // How many shall be merged?
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for (size_t i=0;i<n;++i) {
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mesh.merge(tooth_mesh);
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tooth_mesh.translate(min_width, 0.f, 0.f);
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}
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mesh.scale(Pointf3(width/(n*min_width), 1.f, height)); // Scaling to proper width
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}
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else
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mesh = make_cube(width, depth, height);
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// We'll make another mesh to show the brim (fixed layer height):
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TriangleMesh brim_mesh = make_cube(width+2.f*brim_width, depth+2.f*brim_width, 0.2f);
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brim_mesh.translate(-brim_width, -brim_width, 0.f);
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mesh.merge(brim_mesh);
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mesh.rotate(rotation_angle, &origin_of_rotation); // rotates the box according to the config rotation setting
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this->volumes.emplace_back(new GLVolume(color));
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GLVolume &v = *this->volumes.back();
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if (use_VBOs)
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v.indexed_vertex_array.load_mesh_full_shading(mesh);
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