mirror of
https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-07 23:17:35 -06:00
Measure: Initial porting of Measure Gizmo
This commit is contained in:
parent
1561d65712
commit
f72d42f920
31 changed files with 5276 additions and 146 deletions
|
@ -1,3 +1,7 @@
|
|||
///|/ Copyright (c) Prusa Research 2020 - 2023 Enrico Turri @enricoturri1966, Vojtěch Bubník @bubnikv, Filip Sykala @Jony01
|
||||
///|/
|
||||
///|/ PrusaSlicer is released under the terms of the AGPLv3 or higher
|
||||
///|/
|
||||
#include "libslic3r/libslic3r.h"
|
||||
#include "GLModel.hpp"
|
||||
|
||||
|
@ -247,6 +251,21 @@ void GLModel::Geometry::remove_vertex(size_t id)
|
|||
}
|
||||
}
|
||||
|
||||
indexed_triangle_set GLModel::Geometry::get_as_indexed_triangle_set() const
|
||||
{
|
||||
indexed_triangle_set its;
|
||||
its.vertices.reserve(vertices_count());
|
||||
for (size_t i = 0; i < vertices_count(); ++i) {
|
||||
its.vertices.emplace_back(extract_position_3(i));
|
||||
}
|
||||
its.indices.reserve(indices_count() / 3);
|
||||
for (size_t i = 0; i < indices_count() / 3; ++i) {
|
||||
const size_t tri_id = i * 3;
|
||||
its.indices.emplace_back(extract_index(tri_id), extract_index(tri_id + 1), extract_index(tri_id + 2));
|
||||
}
|
||||
return its;
|
||||
}
|
||||
|
||||
size_t GLModel::Geometry::vertex_stride_floats(const Format& format)
|
||||
{
|
||||
switch (format.vertex_layout)
|
||||
|
@ -1212,5 +1231,190 @@ GLModel::Geometry diamond(unsigned int resolution)
|
|||
return data;
|
||||
}
|
||||
|
||||
GLModel::Geometry smooth_sphere(unsigned int resolution, float radius)
|
||||
{
|
||||
resolution = std::max<unsigned int>(4, resolution);
|
||||
|
||||
const unsigned int sectorCount = resolution;
|
||||
const unsigned int stackCount = resolution;
|
||||
|
||||
const float sectorStep = float(2.0 * M_PI / sectorCount);
|
||||
const float stackStep = float(M_PI / stackCount);
|
||||
|
||||
GLModel::Geometry data;
|
||||
data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3N3 };
|
||||
data.reserve_vertices((stackCount - 1) * sectorCount + 2);
|
||||
data.reserve_indices((2 * (stackCount - 1) * sectorCount) * 3);
|
||||
|
||||
// vertices
|
||||
for (unsigned int i = 0; i <= stackCount; ++i) {
|
||||
// from pi/2 to -pi/2
|
||||
const double stackAngle = 0.5 * M_PI - stackStep * i;
|
||||
const double xy = double(radius) * ::cos(stackAngle);
|
||||
const double z = double(radius) * ::sin(stackAngle);
|
||||
if (i == 0 || i == stackCount) {
|
||||
const Vec3f v(float(xy), 0.0f, float(z));
|
||||
data.add_vertex(v, (Vec3f)v.normalized());
|
||||
}
|
||||
else {
|
||||
for (unsigned int j = 0; j < sectorCount; ++j) {
|
||||
// from 0 to 2pi
|
||||
const double sectorAngle = sectorStep * j;
|
||||
const Vec3f v(float(xy * std::cos(sectorAngle)), float(xy * std::sin(sectorAngle)), float(z));
|
||||
data.add_vertex(v, (Vec3f)v.normalized());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// triangles
|
||||
for (unsigned int i = 0; i < stackCount; ++i) {
|
||||
// Beginning of current stack.
|
||||
unsigned int k1 = (i == 0) ? 0 : (1 + (i - 1) * sectorCount);
|
||||
const unsigned int k1_first = k1;
|
||||
// Beginning of next stack.
|
||||
unsigned int k2 = (i == 0) ? 1 : (k1 + sectorCount);
|
||||
const unsigned int k2_first = k2;
|
||||
for (unsigned int j = 0; j < sectorCount; ++j) {
|
||||
// 2 triangles per sector excluding first and last stacks
|
||||
unsigned int k1_next = k1;
|
||||
unsigned int k2_next = k2;
|
||||
if (i != 0) {
|
||||
k1_next = (j + 1 == sectorCount) ? k1_first : (k1 + 1);
|
||||
data.add_triangle(k1, k2, k1_next);
|
||||
}
|
||||
if (i + 1 != stackCount) {
|
||||
k2_next = (j + 1 == sectorCount) ? k2_first : (k2 + 1);
|
||||
data.add_triangle(k1_next, k2, k2_next);
|
||||
}
|
||||
k1 = k1_next;
|
||||
k2 = k2_next;
|
||||
}
|
||||
}
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
GLModel::Geometry smooth_cylinder(unsigned int resolution, float radius, float height)
|
||||
{
|
||||
resolution = std::max<unsigned int>(4, resolution);
|
||||
|
||||
const unsigned int sectorCount = resolution;
|
||||
const float sectorStep = 2.0f * float(M_PI) / float(sectorCount);
|
||||
|
||||
GLModel::Geometry data;
|
||||
data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3N3 };
|
||||
data.reserve_vertices(sectorCount * 4 + 2);
|
||||
data.reserve_indices(sectorCount * 4 * 3);
|
||||
|
||||
auto generate_vertices_on_circle = [sectorCount, sectorStep](float radius) {
|
||||
std::vector<Vec3f> ret;
|
||||
ret.reserve(sectorCount);
|
||||
for (unsigned int i = 0; i < sectorCount; ++i) {
|
||||
// from 0 to 2pi
|
||||
const float sectorAngle = sectorStep * i;
|
||||
ret.emplace_back(radius * std::cos(sectorAngle), radius * std::sin(sectorAngle), 0.0f);
|
||||
}
|
||||
return ret;
|
||||
};
|
||||
|
||||
const std::vector<Vec3f> base_vertices = generate_vertices_on_circle(radius);
|
||||
const Vec3f h = height * Vec3f::UnitZ();
|
||||
|
||||
// stem vertices
|
||||
for (unsigned int i = 0; i < sectorCount; ++i) {
|
||||
const Vec3f& v = base_vertices[i];
|
||||
const Vec3f n = v.normalized();
|
||||
data.add_vertex(v, n);
|
||||
data.add_vertex(v + h, n);
|
||||
}
|
||||
|
||||
// stem triangles
|
||||
for (unsigned int i = 0; i < sectorCount; ++i) {
|
||||
unsigned int v1 = i * 2;
|
||||
unsigned int v2 = (i < sectorCount - 1) ? v1 + 2 : 0;
|
||||
unsigned int v3 = v2 + 1;
|
||||
unsigned int v4 = v1 + 1;
|
||||
data.add_triangle(v1, v2, v3);
|
||||
data.add_triangle(v1, v3, v4);
|
||||
}
|
||||
|
||||
// bottom cap vertices
|
||||
Vec3f cap_center = Vec3f::Zero();
|
||||
unsigned int cap_center_id = data.vertices_count();
|
||||
Vec3f normal = -Vec3f::UnitZ();
|
||||
|
||||
data.add_vertex(cap_center, normal);
|
||||
for (unsigned int i = 0; i < sectorCount; ++i) {
|
||||
data.add_vertex(base_vertices[i], normal);
|
||||
}
|
||||
|
||||
// bottom cap triangles
|
||||
for (unsigned int i = 0; i < sectorCount; ++i) {
|
||||
data.add_triangle(cap_center_id, (i < sectorCount - 1) ? cap_center_id + i + 2 : cap_center_id + 1, cap_center_id + i + 1);
|
||||
}
|
||||
|
||||
// top cap vertices
|
||||
cap_center += h;
|
||||
cap_center_id = data.vertices_count();
|
||||
normal = -normal;
|
||||
|
||||
data.add_vertex(cap_center, normal);
|
||||
for (unsigned int i = 0; i < sectorCount; ++i) {
|
||||
data.add_vertex(base_vertices[i] + h, normal);
|
||||
}
|
||||
|
||||
// top cap triangles
|
||||
for (unsigned int i = 0; i < sectorCount; ++i) {
|
||||
data.add_triangle(cap_center_id, cap_center_id + i + 1, (i < sectorCount - 1) ? cap_center_id + i + 2 : cap_center_id + 1);
|
||||
}
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
GLModel::Geometry smooth_torus(unsigned int primary_resolution, unsigned int secondary_resolution, float radius, float thickness)
|
||||
{
|
||||
const unsigned int torus_sector_count = std::max<unsigned int>(4, primary_resolution);
|
||||
const float torus_sector_step = 2.0f * float(M_PI) / float(torus_sector_count);
|
||||
const unsigned int section_sector_count = std::max<unsigned int>(4, secondary_resolution);
|
||||
const float section_sector_step = 2.0f * float(M_PI) / float(section_sector_count);
|
||||
|
||||
GLModel::Geometry data;
|
||||
data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3N3 };
|
||||
data.reserve_vertices(torus_sector_count * section_sector_count);
|
||||
data.reserve_indices(torus_sector_count * section_sector_count * 2 * 3);
|
||||
|
||||
// vertices
|
||||
for (unsigned int i = 0; i < torus_sector_count; ++i) {
|
||||
const float section_angle = torus_sector_step * i;
|
||||
const float csa = std::cos(section_angle);
|
||||
const float ssa = std::sin(section_angle);
|
||||
const Vec3f section_center(radius * csa, radius * ssa, 0.0f);
|
||||
for (unsigned int j = 0; j < section_sector_count; ++j) {
|
||||
const float circle_angle = section_sector_step * j;
|
||||
const float thickness_xy = thickness * std::cos(circle_angle);
|
||||
const float thickness_z = thickness * std::sin(circle_angle);
|
||||
const Vec3f v(thickness_xy * csa, thickness_xy * ssa, thickness_z);
|
||||
data.add_vertex(section_center + v, (Vec3f)v.normalized());
|
||||
}
|
||||
}
|
||||
|
||||
// triangles
|
||||
for (unsigned int i = 0; i < torus_sector_count; ++i) {
|
||||
const unsigned int ii = i * section_sector_count;
|
||||
const unsigned int ii_next = ((i + 1) % torus_sector_count) * section_sector_count;
|
||||
for (unsigned int j = 0; j < section_sector_count; ++j) {
|
||||
const unsigned int j_next = (j + 1) % section_sector_count;
|
||||
const unsigned int i0 = ii + j;
|
||||
const unsigned int i1 = ii_next + j;
|
||||
const unsigned int i2 = ii_next + j_next;
|
||||
const unsigned int i3 = ii + j_next;
|
||||
data.add_triangle(i0, i1, i2);
|
||||
data.add_triangle(i0, i2, i3);
|
||||
}
|
||||
}
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
} // namespace GUI
|
||||
} // namespace Slic3r
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue