Merge branch 'lm_wipe_tower_block_improvements' into lm_wipe_tower_block_improvements_merged

This commit is contained in:
Lukas Matena 2018-08-02 13:29:39 +02:00
commit f694600054
17 changed files with 289 additions and 77 deletions

View file

@ -644,20 +644,62 @@ std::vector<int> GLVolumeCollection::load_object(
return volumes_idx;
}
int GLVolumeCollection::load_wipe_tower_preview(
int obj_idx, float pos_x, float pos_y, float width, float depth, float height, float rotation_angle, bool use_VBOs)
{
float color[4] = { 0.5f, 0.5f, 0.0f, 0.5f };
this->volumes.emplace_back(new GLVolume(color));
GLVolume &v = *this->volumes.back();
int GLVolumeCollection::load_wipe_tower_preview(
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)
{
if (depth < 0.01f)
return int(this->volumes.size() - 1);
if (height == 0.0f)
height = 0.1f;
auto mesh = make_cube(width, depth, height);
mesh.translate(-width / 2.f, -depth / 2.f, 0.f);
Point origin_of_rotation(0.f, 0.f);
mesh.rotate(rotation_angle,&origin_of_rotation);
TriangleMesh mesh;
float color[4] = { 0.5f, 0.5f, 0.0f, 1.f };
// 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:
if (size_unknown) {
color[0] = 1.f;
color[1] = 0.f;
depth = std::max(depth, 10.f); // Too narrow tower would interfere with the teeth. The estimate is not precise anyway.
float min_width = 30.f;
// We'll now create the box with jagged edge. y-coordinates of the pre-generated model are shifted so that the front
// edge has y=0 and centerline of the back edge has y=depth:
Pointf3s points;
std::vector<Point3> facets;
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},
{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}};
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},
{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},
{0, 9, 1}, {0, 10, 9}, {5, 10, 0}, {5, 11, 10}, {4, 11, 5}, {4, 12, 11}};
for (int i=0;i<16;++i)
points.push_back(Pointf3(out_points_idx[i][0] / (100.f/min_width), out_points_idx[i][1] + depth, out_points_idx[i][2]));
for (int i=0;i<28;++i)
facets.push_back(Point3(out_facets_idx[i][0], out_facets_idx[i][1], out_facets_idx[i][2]));
TriangleMesh tooth_mesh(points, facets);
// 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
// the required width of the block. Than we can scale it precisely.
size_t n = std::max(1, int(width/min_width)); // How many shall be merged?
for (size_t i=0;i<n;++i) {
mesh.merge(tooth_mesh);
tooth_mesh.translate(min_width, 0.f, 0.f);
}
mesh.scale(Pointf3(width/(n*min_width), 1.f, height)); // Scaling to proper width
}
else
mesh = make_cube(width, depth, height);
// We'll make another mesh to show the brim (fixed layer height):
TriangleMesh brim_mesh = make_cube(width+2.f*brim_width, depth+2.f*brim_width, 0.2f);
brim_mesh.translate(-brim_width, -brim_width, 0.f);
mesh.merge(brim_mesh);
mesh.rotate(rotation_angle, &origin_of_rotation); // rotates the box according to the config rotation setting
this->volumes.emplace_back(new GLVolume(color));
GLVolume &v = *this->volumes.back();
if (use_VBOs)
v.indexed_vertex_array.load_mesh_full_shading(mesh);