#include "TextLines.hpp" #include #include "libslic3r/Model.hpp" #include "libslic3r/Emboss.hpp" #include "libslic3r/TriangleMeshSlicer.hpp" #include "libslic3r/Tesselate.hpp" #include "libslic3r/AABBTreeLines.hpp" #include "libslic3r/ExPolygonsIndex.hpp" #include "libslic3r/ClipperUtils.hpp" #include "slic3r/GUI/Selection.hpp" #include "slic3r/GUI/GLCanvas3D.hpp" #include "slic3r/GUI/GLModel.hpp" #include "slic3r/GUI/GUI_App.hpp" #include "slic3r/GUI/Plater.hpp" #include "slic3r/GUI/Camera.hpp" #include "slic3r/GUI/3DScene.hpp" using namespace Slic3r; using namespace Slic3r::Emboss; using namespace Slic3r::GUI; namespace { // Be careful it is not water tide and contain self intersections // It is only for visualization purposes indexed_triangle_set its_create_torus(const Slic3r::Polygon &polygon, float radius, size_t steps = 20) { assert(!polygon.empty()); if (polygon.empty()) return {}; size_t count = polygon.size(); if (count < 3) return {}; // convert and scale to float std::vector points_d; points_d.reserve(count); for (const Point &point : polygon.points) points_d.push_back(unscale(point).cast()); // pre calculate normalized line directions auto calc_line_norm = [](const Vec2f &f, const Vec2f &s) -> Vec2f { return (s - f).normalized(); }; std::vector line_norm(points_d.size()); for (size_t i = 0; i < count - 1; ++i) line_norm[i] = calc_line_norm(points_d[i], points_d[i + 1]); line_norm.back() = calc_line_norm(points_d.back(), points_d.front()); // precalculate sinus and cosinus double angle_step = 2 * M_PI / steps; std::vector> sin_cos; sin_cos.reserve(steps); for (size_t s = 0; s < steps; ++s) { double angle = s * angle_step; sin_cos.emplace_back( radius * std::sin(angle), static_cast(radius * std::cos(angle)) ); } indexed_triangle_set sphere = its_make_sphere(radius, 2 * PI / steps); // create torus model along polygon path indexed_triangle_set model; model.vertices.reserve(2 * steps * count + sphere.vertices.size()*count); model.indices.reserve(2 * steps * count + sphere.indices.size()*count); const Vec2f *prev_prev_point_d = &points_d[count-2]; // one before back const Vec2f *prev_point_d = &points_d.back(); auto calc_angle = [](const Vec2f &d0, const Vec2f &d1) { double dot = d0.dot(d1); double det = d0.x() * d1.y() - d0.y() * d1.x(); // Determinant return std::atan2(det, dot); // atan2(y, x) or atan2(sin, cos) }; // opposit previos direction of line - for calculate angle Vec2f opposit_prev_dir = (*prev_prev_point_d) - (*prev_point_d); for (size_t i = 0; i < count; ++i) { const Vec2f & point_d = points_d[i]; // line segment direction Vec2f dir = point_d - (*prev_point_d); double angle = calc_angle(opposit_prev_dir, dir); double allowed_preccission = 1e-6; if (angle >= (PI - allowed_preccission) || angle <= (-PI + allowed_preccission)) continue; // it is almost line // perpendicular direction to line Vec2d p_dir(dir.y(), -dir.x()); p_dir.normalize(); // Should done with double preccission // p_dir is tube unit side vector // tube unit top vector is z direction // Tube int prev_index = model.vertices.size() + 2 * sin_cos.size() - 2; for (const auto &[s, c] : sin_cos) { Vec2f side = (s * p_dir).cast(); Vec2f xy0 = side + (*prev_point_d); Vec2f xy1 = side + point_d; model.vertices.emplace_back(xy0.x(), xy0.y(), c); // pointing of prev index model.vertices.emplace_back(xy1.x(), xy1.y(), c); // create triangle indices int f0 = prev_index; int s0 = f0 + 1; int f1 = model.vertices.size() - 2; int s1 = f1 + 1; prev_index = f1; model.indices.emplace_back(s0, f0, s1); model.indices.emplace_back(f1, s1, f0); } prev_prev_point_d = prev_point_d; prev_point_d = &point_d; opposit_prev_dir = -dir; } // sphere on each point for (Vec2f& p: points_d){ indexed_triangle_set sphere_copy = sphere; its_translate(sphere_copy, Vec3f(p.x(), p.y(), 0.f)); its_merge(model, sphere_copy); } return model; } // select closest contour for each line TextLines select_closest_contour(const std::vector &line_contours) { TextLines result; result.reserve(line_contours.size()); Vec2d zero(0., 0.); for (const Polygons &polygons : line_contours){ if (polygons.empty()) { result.emplace_back(); continue; } // Improve: use int values and polygons only // Slic3r::Polygons polygons = union_(polygons); // std::vector lines = to_lines(polygons); // AABBTreeIndirect::Tree<2, Point> tree; // size_t line_idx; // Point hit_point; // Point::Scalar distance = AABBTreeLines::squared_distance_to_indexed_lines(lines, tree, point, line_idx, hit_point); ExPolygons expolygons = union_ex(polygons); std::vector linesf = to_linesf(expolygons); AABBTreeIndirect::Tree2d tree = AABBTreeLines::build_aabb_tree_over_indexed_lines(linesf); size_t line_idx = 0; Vec2d hit_point; // double distance = AABBTreeLines::squared_distance_to_indexed_lines(linesf, tree, zero, line_idx, hit_point); // conversion between index of point and expolygon ExPolygonsIndices cvt(expolygons); ExPolygonsIndex index = cvt.cvt(static_cast(line_idx)); const Slic3r::Polygon& polygon = index.is_contour() ? expolygons[index.expolygons_index].contour : expolygons[index.expolygons_index].holes[index.hole_index()]; Point hit_point_int = hit_point.cast(); TextLine tl{polygon, PolygonPoint{index.point_index, hit_point_int}}; result.emplace_back(tl); } return result; } inline Eigen::AngleAxis get_rotation() { return Eigen::AngleAxis(-M_PI_2, Vec3d::UnitX()); } indexed_triangle_set create_its(const TextLines &lines, float radius) { indexed_triangle_set its; // create model from polygons for (const TextLine &line : lines) { const Slic3r::Polygon &polygon = line.polygon; if (polygon.empty()) continue; indexed_triangle_set line_its = its_create_torus(polygon, radius); auto transl = Eigen::Translation3d(0., line.y, 0.); Transform3d tr = transl * get_rotation(); its_transform(line_its, tr); its_merge(its, line_its); } return its; } GLModel::Geometry create_geometry(const TextLines &lines, float radius, bool is_mirrored) { indexed_triangle_set its = create_its(lines, radius); GLModel::Geometry geometry; geometry.format = {GLModel::Geometry::EPrimitiveType::Triangles, GUI::GLModel::Geometry::EVertexLayout::P3}; ColorRGBA color(.7f, .7f, .7f, .7f); // Transparent Gray geometry.color = color; geometry.reserve_vertices(its.vertices.size()); for (Vec3f vertex : its.vertices) geometry.add_vertex(vertex); geometry.reserve_indices(its.indices.size() * 3); if (is_mirrored) { // change order of indices for (Vec3i32 t : its.indices) geometry.add_triangle(t[0], t[2], t[1]); } else { for (Vec3i32 t : its.indices) geometry.add_triangle(t[0], t[1], t[2]); } return geometry; } } // namespace void TextLinesModel::init(const Transform3d &text_tr, const ModelVolumePtrs &volumes_to_slice, /*const*/ Emboss::StyleManager &style_manager, unsigned count_lines) { assert(style_manager.is_active_font()); if (!style_manager.is_active_font()) return; const auto &ffc = style_manager.get_font_file_with_cache(); assert(ffc.has_value()); if (!ffc.has_value()) return; const auto &ff_ptr = ffc.font_file; assert(ff_ptr != nullptr); if (ff_ptr == nullptr) return; const FontFile &ff = *ff_ptr; const FontProp &fp = style_manager.get_font_prop(); FontProp::VerticalAlign align = fp.align.second; double line_height_mm = calc_line_height_in_mm(ff, fp); assert(line_height_mm > 0); if (line_height_mm <= 0) return; m_model.reset(); m_lines.clear(); // size_in_mm .. contain volume scale and should be ascent value in mm double line_offset = fp.size_in_mm * ascent_ratio_offset; double first_line_center = line_offset + get_align_y_offset_in_mm(align, count_lines, ff, fp); std::vector line_centers(count_lines); for (size_t i = 0; i < count_lines; ++i) line_centers[i] = static_cast(first_line_center - i * line_height_mm); // contour transformation Transform3d c_trafo = text_tr * get_rotation(); Transform3d c_trafo_inv = c_trafo.inverse(); std::vector line_contours(count_lines); for (const ModelVolume *volume : volumes_to_slice) { MeshSlicingParams slicing_params; slicing_params.trafo = c_trafo_inv * volume->get_matrix(); for (size_t i = 0; i < count_lines; ++i) { const Polygons polys = Slic3r::slice_mesh(volume->mesh().its, line_centers[i], slicing_params); if (polys.empty()) continue; Polygons &contours = line_contours[i]; contours.insert(contours.end(), polys.begin(), polys.end()); } } // fix for text line out of object // When move text close to edge - line center could be out of object for (Polygons &contours: line_contours) { if (!contours.empty()) continue; // use line center at zero, there should be some contour. float line_center = 0.f; for (const ModelVolume *volume : volumes_to_slice) { MeshSlicingParams slicing_params; slicing_params.trafo = c_trafo_inv * volume->get_matrix(); const Polygons polys = Slic3r::slice_mesh(volume->mesh().its, line_center, slicing_params); if (polys.empty()) continue; contours.insert(contours.end(), polys.begin(), polys.end()); } } m_lines = select_closest_contour(line_contours); assert(m_lines.size() == count_lines); assert(line_centers.size() == count_lines); for (size_t i = 0; i < count_lines; ++i) m_lines[i].y = line_centers[i]; bool is_mirrored = has_reflection(text_tr); float radius = static_cast(line_height_mm / 20.); //* GLModel::Geometry geometry = create_geometry(m_lines, radius, is_mirrored); if (geometry.vertices_count() == 0 || geometry.indices_count() == 0) return; m_model.init_from(std::move(geometry)); /*/ // slower solution ColorRGBA color(.7f, .7f, .7f, .7f); // Transparent Gray m_model.set_color(color); m_model.init_from(create_its(m_lines)); //*/ } void TextLinesModel::render(const Transform3d &text_world) { if (!m_model.is_initialized()) return; GUI_App &app = wxGetApp(); const GLShaderProgram *shader = app.get_shader("flat"); if (shader == nullptr) return; const Camera &camera = app.plater()->get_camera(); shader->start_using(); shader->set_uniform("view_model_matrix", camera.get_view_matrix() * text_world); shader->set_uniform("projection_matrix", camera.get_projection_matrix()); bool is_depth_test = glIsEnabled(GL_DEPTH_TEST); if (!is_depth_test) glsafe(::glEnable(GL_DEPTH_TEST)); bool is_blend = glIsEnabled(GL_BLEND); if (!is_blend) glsafe(::glEnable(GL_BLEND)); // glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); m_model.render(); if (!is_depth_test) glsafe(::glDisable(GL_DEPTH_TEST)); if (!is_blend) glsafe(::glDisable(GL_BLEND)); shader->stop_using(); } double TextLinesModel::calc_line_height_in_mm(const Slic3r::Emboss::FontFile &ff, const FontProp &fp) { int line_height = Slic3r::Emboss::get_line_height(ff, fp); // In shape size double scale = Slic3r::Emboss::get_text_shape_scale(fp, ff); return line_height * scale; }