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Lay flat gizmo improvements - merge adjacent faces, compute and cache convex hull for entire ModelObject, refresh when moved, etc.
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5 changed files with 256 additions and 98 deletions
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@ -1409,14 +1409,14 @@ Pointf3 GLCanvas3D::Gizmos::get_flattening_normal() const
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return (it != m_gizmos.end()) ? reinterpret_cast<GLGizmoFlatten*>(it->second)->get_flattening_normal() : Pointf3(0.f, 0.f, 0.f);
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}
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void GLCanvas3D::Gizmos::set_flattening_data(std::vector<Pointf3s> vertices_list)
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void GLCanvas3D::Gizmos::set_flattening_data(const ModelObject* model_object)
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{
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if (!m_enabled)
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return;
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GizmosMap::const_iterator it = m_gizmos.find(Flatten);
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if (it != m_gizmos.end())
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reinterpret_cast<GLGizmoFlatten*>(it->second)->set_flattening_data(vertices_list);
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reinterpret_cast<GLGizmoFlatten*>(it->second)->set_flattening_data(model_object);
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}
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void GLCanvas3D::Gizmos::render(const GLCanvas3D& canvas, const BoundingBoxf3& box) const
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@ -2202,62 +2202,7 @@ void GLCanvas3D::update_gizmos_data()
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{
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m_gizmos.set_scale(model_instance->scaling_factor);
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m_gizmos.set_angle_z(model_instance->rotation);
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/////////////////////////////////////////////////////////////////////////
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// Following block provides convex hull data to the Flatten gizmo
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// It is temporary, it should be optimized and moved elsewhere later
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TriangleMesh ch = model_object->mesh().convex_hull_3d();
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stl_facet* facet_ptr = ch.stl.facet_start;
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std::vector<Pointf3s> points;
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const unsigned int k = 20;
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const float ratio = 0.2f;
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const unsigned int N = 3; // 3 - triangle
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while (facet_ptr < ch.stl.facet_start+ch.stl.stats.number_of_facets) {
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Pointf3 a = Pointf3(facet_ptr->vertex[1].x - facet_ptr->vertex[0].x, facet_ptr->vertex[1].y - facet_ptr->vertex[0].y, facet_ptr->vertex[1].z - facet_ptr->vertex[0].z);
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Pointf3 b = Pointf3(facet_ptr->vertex[2].x - facet_ptr->vertex[0].x, facet_ptr->vertex[2].y - facet_ptr->vertex[0].y, facet_ptr->vertex[2].z - facet_ptr->vertex[0].z);
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if (0.5 * sqrt(dot(cross(a, b), cross(a,b))) > 50.f) {
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points.emplace_back(Pointf3s(2*k*N));
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std::vector<std::pair<unsigned int, unsigned int>> neighbours;
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if (k != 0) {
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for (unsigned int j=0; j<N; ++j) {
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points.back()[j*2*k] = Pointf3(facet_ptr->vertex[j].x, facet_ptr->vertex[j].y, facet_ptr->vertex[j].z);
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neighbours.push_back(std::make_pair((int)(j*2*k-k) < 0 ? (N-1)*2*k+k : j*2*k-k, j*2*k+k));
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}
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for (unsigned int i=0; i<k; ++i) {
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// Calculate middle of each edge so that neighbours points to something useful:
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for (unsigned int j=0; j<N; ++j)
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if (i==0)
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points.back()[j*2*k+k] = 0.5f * (points.back()[j*2*k] + points.back()[j==N-1 ? 0 : (j+1)*2*k]);
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else {
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float r = 0.2+0.3/(k-1)*i;
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points.back()[neighbours[j].first] = r*points.back()[j*2*k] + (1-r) * points.back()[neighbours[j].first-1];
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points.back()[neighbours[j].second] = r*points.back()[j*2*k] + (1-r) * points.back()[neighbours[j].second+1];
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}
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// Now we have a triangle and valid neighbours, we can do an iteration:
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for (unsigned int j=0; j<N; ++j)
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points.back()[2*k*j] = (1-ratio) * points.back()[2*k*j] + ratio * 0.5*(points.back()[neighbours[j].first] + points.back()[neighbours[j].second]);
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for (auto& n : neighbours) {
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++n.first;
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--n.second;
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}
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}
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}
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else
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for (unsigned int j=0; j<N; ++j)
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points.back().emplace_back(Pointf3(facet_ptr->vertex[j].x, facet_ptr->vertex[j].y, facet_ptr->vertex[j].z));
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points.back().emplace_back(Pointf3(facet_ptr->normal.x, facet_ptr->normal.y, facet_ptr->normal.z));
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}
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facet_ptr+=1;
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}
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m_gizmos.set_flattening_data(points);
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////////////////////////////////////////////////////////////////////////
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m_gizmos.set_flattening_data(model_object);
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}
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}
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}
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@ -2265,7 +2210,7 @@ void GLCanvas3D::update_gizmos_data()
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{
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m_gizmos.set_scale(1.0f);
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m_gizmos.set_angle_z(0.0f);
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m_gizmos.set_flattening_data(std::vector<Pointf3s>());
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m_gizmos.set_flattening_data(nullptr);
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}
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}
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