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			458 lines
		
	
	
	
		
			13 KiB
		
	
	
	
		
			Perl
		
	
	
	
	
	
			
		
		
	
	
			458 lines
		
	
	
	
		
			13 KiB
		
	
	
	
		
			Perl
		
	
	
	
	
	
| package Slic3r::GUI::PreviewCanvas;
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| use strict;
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| use warnings;
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| 
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| use Wx::Event qw(EVT_PAINT EVT_SIZE EVT_ERASE_BACKGROUND EVT_IDLE EVT_MOUSEWHEEL EVT_MOUSE_EVENTS);
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| # must load OpenGL *before* Wx::GLCanvas
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| use OpenGL qw(:glconstants :glfunctions :glufunctions);
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| use base qw(Wx::GLCanvas Class::Accessor);
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| use Math::Trig qw(asin);
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| use List::Util qw(reduce min max first);
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| use Slic3r::Geometry qw(X Y Z MIN MAX triangle_normal normalize deg2rad tan);
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| use Wx::GLCanvas qw(:all);
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|  
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| __PACKAGE__->mk_accessors( qw(quat dirty init mview_init
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|                               object_center object_size
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|                               volumes initpos
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|                               sphi stheta) );
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| 
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| use constant TRACKBALLSIZE => 0.8;
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| use constant TURNTABLE_MODE => 1;
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| use constant COLORS => [ [1,1,1], [1,0.5,0.5], [0.5,1,0.5], [0.5,0.5,1] ];
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| 
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| sub new {
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|     my ($class, $parent, $object) = @_;
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|     my $self = $class->SUPER::new($parent);
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|    
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|     $self->quat((0, 0, 0, 1));
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|     $self->sphi(45);
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|     $self->stheta(-45);
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| 
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|     $object->align_to_origin;
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|     $self->object_center($object->center);
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|     $self->object_size($object->size);
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|     
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|     # group mesh(es) by material
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|     my @materials = ();
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|     $self->volumes([]);
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|     foreach my $volume (@{$object->volumes}) {
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|         my $mesh = $volume->mesh;
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|         $mesh->repair;
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|         
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|         my $material_id = $volume->material_id // '_';
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|         my $color_idx = first { $materials[$_] eq $material_id } 0..$#materials;
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|         if (!defined $color_idx) {
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|             push @materials, $material_id;
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|             $color_idx = $#materials;
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|         }
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|         push @{$self->volumes}, my $v = {
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|             color => COLORS->[ $color_idx % scalar(@{&COLORS}) ],
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|         };
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|         
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|         {
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|             my $vertices = $mesh->vertices;
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|             my @verts = map @{ $vertices->[$_] }, map @$_, @{$mesh->facets};
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|             $v->{verts} = OpenGL::Array->new_list(GL_FLOAT, @verts);
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|         }
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|         
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|         {
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|             my @norms = map { @$_, @$_, @$_ } @{$mesh->normals};
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|             $v->{norms} = OpenGL::Array->new_list(GL_FLOAT, @norms);
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|         }
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|     }
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|     
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|     EVT_PAINT($self, sub {
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|         my $dc = Wx::PaintDC->new($self);
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|         $self->Render($dc);
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|     });
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|     EVT_SIZE($self, sub { $self->dirty(1) });
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|     EVT_IDLE($self, sub {
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|         return unless $self->dirty;
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|         return if !$self->IsShownOnScreen;
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|         $self->Resize( $self->GetSizeWH );
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|         $self->Refresh;
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|     });
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|     EVT_MOUSEWHEEL($self, sub {
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|         my ($self, $e) = @_;
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|         
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|         my $zoom = ($e->GetWheelRotation() / $e->GetWheelDelta() / 10);
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|         $zoom = $zoom > 0 ?  (1.0 + $zoom) : 1 / (1.0 - $zoom);
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|         my @pos3d = $self->mouse_to_3d($e->GetX(), $e->GetY());
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|         $self->ZoomTo($zoom, $pos3d[0], $pos3d[1]);
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|         
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|         $self->Refresh;
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|     });
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|     EVT_MOUSE_EVENTS($self, sub {
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|         my ($self, $e) = @_;
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| 
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|         if ($e->Dragging() && $e->LeftIsDown()) {
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|             $self->handle_rotation($e);
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|         } elsif ($e->Dragging() && $e->RightIsDown()) {
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|             $self->handle_translation($e);
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|         } elsif ($e->LeftUp() || $e->RightUp()) {
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|             $self->initpos(undef);
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|         } else {
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|             $e->Skip();
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|         }
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|     });
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|     
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|     return $self;
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| }
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| 
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| # Given an axis and angle, compute quaternion.
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| sub axis_to_quat {
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|     my ($ax, $phi) = @_;
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|     
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|     my $lena = sqrt(reduce { $a + $b } (map { $_ * $_ } @$ax));
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|     my @q = map { $_ * (1 / $lena) } @$ax;
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|     @q = map { $_ * sin($phi / 2.0) } @q;
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|     $q[$#q + 1] = cos($phi / 2.0);
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|     return @q;
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| }
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| 
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| # Project a point on the virtual trackball. 
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| # If it is inside the sphere, map it to the sphere, if it outside map it
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| # to a hyperbola.
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| sub project_to_sphere {
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|     my ($r, $x, $y) = @_;
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|     
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|     my $d = sqrt($x * $x + $y * $y);
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|     if ($d < $r * 0.70710678118654752440) {     # Inside sphere
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|         return sqrt($r * $r - $d * $d);
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|     } else {                                    # On hyperbola
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|         my $t = $r / 1.41421356237309504880;
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|         return $t * $t / $d;
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|     }
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| }
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| 
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| sub cross {
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|     my ($v1, $v2) = @_;
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|   
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|     return (@$v1[1] * @$v2[2] - @$v1[2] * @$v2[1],
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|             @$v1[2] * @$v2[0] - @$v1[0] * @$v2[2],
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|             @$v1[0] * @$v2[1] - @$v1[1] * @$v2[0]);
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| }
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| 
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| # Simulate a track-ball. Project the points onto the virtual trackball, 
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| # then figure out the axis of rotation, which is the cross product of 
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| # P1 P2 and O P1 (O is the center of the ball, 0,0,0) Note: This is a 
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| # deformed trackball-- is a trackball in the center, but is deformed 
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| # into a hyperbolic sheet of rotation away from the center. 
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| # It is assumed that the arguments to this routine are in the range 
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| # (-1.0 ... 1.0).
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| sub trackball {
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|     my ($p1x, $p1y, $p2x, $p2y) = @_;
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|     
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|     if ($p1x == $p2x && $p1y == $p2y) {
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|         # zero rotation
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|         return (0.0, 0.0, 0.0, 1.0);
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|     }
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|     
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|     # First, figure out z-coordinates for projection of P1 and P2 to
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|     # deformed sphere
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|     my @p1 = ($p1x, $p1y, project_to_sphere(TRACKBALLSIZE, $p1x, $p1y));
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|     my @p2 = ($p2x, $p2y, project_to_sphere(TRACKBALLSIZE, $p2x, $p2y));
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|     
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|     # axis of rotation (cross product of P1 and P2)
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|     my @a = cross(\@p2, \@p1);
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| 
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|     # Figure out how much to rotate around that axis.
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|     my @d = map { $_ * $_ } (map { $p1[$_] - $p2[$_] } 0 .. $#p1);
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|     my $t = sqrt(reduce { $a + $b } @d) / (2.0 * TRACKBALLSIZE);
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|     
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|     # Avoid problems with out-of-control values...
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|     $t = 1.0 if ($t > 1.0);
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|     $t = -1.0 if ($t < -1.0);
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|     my $phi = 2.0 * asin($t);
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| 
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|     return axis_to_quat(\@a, $phi);
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| }
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| 
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| # Build a rotation matrix, given a quaternion rotation.
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| sub quat_to_rotmatrix {
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|     my ($q) = @_;
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|   
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|     my @m = ();
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|   
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|     $m[0] = 1.0 - 2.0 * (@$q[1] * @$q[1] + @$q[2] * @$q[2]);
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|     $m[1] = 2.0 * (@$q[0] * @$q[1] - @$q[2] * @$q[3]);
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|     $m[2] = 2.0 * (@$q[2] * @$q[0] + @$q[1] * @$q[3]);
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|     $m[3] = 0.0;
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| 
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|     $m[4] = 2.0 * (@$q[0] * @$q[1] + @$q[2] * @$q[3]);
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|     $m[5] = 1.0 - 2.0 * (@$q[2] * @$q[2] + @$q[0] * @$q[0]);
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|     $m[6] = 2.0 * (@$q[1] * @$q[2] - @$q[0] * @$q[3]);
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|     $m[7] = 0.0;
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| 
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|     $m[8] = 2.0 * (@$q[2] * @$q[0] - @$q[1] * @$q[3]);
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|     $m[9] = 2.0 * (@$q[1] * @$q[2] + @$q[0] * @$q[3]);
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|     $m[10] = 1.0 - 2.0 * (@$q[1] * @$q[1] + @$q[0] * @$q[0]);
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|     $m[11] = 0.0;
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| 
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|     $m[12] = 0.0;
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|     $m[13] = 0.0;
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|     $m[14] = 0.0;
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|     $m[15] = 1.0;
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|   
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|     return @m;
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| }
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| 
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| sub mulquats {
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|     my ($q1, $rq) = @_;
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|   
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|     return (@$q1[3] * @$rq[0] + @$q1[0] * @$rq[3] + @$q1[1] * @$rq[2] - @$q1[2] * @$rq[1],
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|             @$q1[3] * @$rq[1] + @$q1[1] * @$rq[3] + @$q1[2] * @$rq[0] - @$q1[0] * @$rq[2],
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|             @$q1[3] * @$rq[2] + @$q1[2] * @$rq[3] + @$q1[0] * @$rq[1] - @$q1[1] * @$rq[0],
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|             @$q1[3] * @$rq[3] - @$q1[0] * @$rq[0] - @$q1[1] * @$rq[1] - @$q1[2] * @$rq[2])
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| }
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| 
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| sub handle_rotation {
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|     my ($self, $e) = @_;
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| 
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|     if (not defined $self->initpos) {
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|         $self->initpos($e->GetPosition());
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|     } else {
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|         my $orig = $self->initpos;
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|         my $new = $e->GetPosition();
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|         my $size = $self->GetClientSize();
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|         if (TURNTABLE_MODE) {
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|             $self->sphi($self->sphi + ($new->x - $orig->x)*TRACKBALLSIZE);
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|             $self->stheta($self->stheta + ($new->y - $orig->y)*TRACKBALLSIZE);        #-
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|         } else {
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|             my @quat = trackball($orig->x / ($size->width / 2) - 1,
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|                             1 - $orig->y / ($size->height / 2),       #/
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|                             $new->x / ($size->width / 2) - 1,
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|                             1 - $new->y / ($size->height / 2),        #/
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|                             );
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|             $self->quat(mulquats($self->quat, \@quat));
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|         }
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|         $self->initpos($new);
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|         $self->Refresh;
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|     }
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| }
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| 
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| sub handle_translation {
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|     my ($self, $e) = @_;
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| 
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|     if (not defined $self->initpos) {
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|         $self->initpos($e->GetPosition());
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|     } else {
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|         my $new = $e->GetPosition();
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|         my $orig = $self->initpos;
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|         my @orig3d = $self->mouse_to_3d($orig->x, $orig->y);             #)()
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|         my @new3d = $self->mouse_to_3d($new->x, $new->y);                #)()
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|         glTranslatef($new3d[0] - $orig3d[0], $new3d[1] - $orig3d[1], 0);
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|         $self->initpos($new);
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|         $self->Refresh;
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|     }
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| }
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| 
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| sub mouse_to_3d {
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|     my ($self, $x, $y) = @_;
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| 
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|     my @viewport    = glGetIntegerv_p(GL_VIEWPORT);             # 4 items
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|     my @mview       = glGetDoublev_p(GL_MODELVIEW_MATRIX);      # 16 items
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|     my @proj        = glGetDoublev_p(GL_PROJECTION_MATRIX);     # 16 items
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| 
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|     my @projected = gluUnProject_p($x, $viewport[3] - $y, 1.0, @mview, @proj, @viewport);
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|     return @projected;
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| }
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| 
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| sub ZoomTo {
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|     my ($self, $factor, $tox, $toy) =  @_;
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|     
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|     glTranslatef($tox, $toy, 0);
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|     glMatrixMode(GL_MODELVIEW);
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|     $self->Zoom($factor);
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|     glTranslatef(-$tox, -$toy, 0);
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| }
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| 
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| sub Zoom {
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|     my ($self, $factor) =  @_;
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|     glScalef($factor, $factor, 1);
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| }
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| 
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| sub GetContext {
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|     my ($self) = @_;
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|     
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|     if (Wx::wxVERSION >= 2.009) {
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|         return $self->{context} ||= Wx::GLContext->new($self);
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|     } else {
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|         return $self->SUPER::GetContext;
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|     }
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| }
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|  
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| sub SetCurrent {
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|     my ($self, $context) = @_;
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|     
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|     if (Wx::wxVERSION >= 2.009) {
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|         return $self->SUPER::SetCurrent($context);
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|     } else {
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|         return $self->SUPER::SetCurrent;
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|     }
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| }
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| 
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| sub ResetModelView {
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|     my ($self, $factor) = @_;
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|     
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|     glMatrixMode(GL_MODELVIEW);
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|     glLoadIdentity();
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|     my $win_size = $self->GetClientSize();
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|     my $ratio = $factor * min($win_size->width, $win_size->height) / max(@{ $self->object_size });
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|     glScalef($ratio, $ratio, 1);
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| }
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| 
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| sub Resize {
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|     my ($self, $x, $y) = @_;
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|  
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|     return unless $self->GetContext;
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|     $self->dirty(0);
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|  
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|     $self->SetCurrent($self->GetContext);
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|     glViewport(0, 0, $x, $y);
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|  
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|     glMatrixMode(GL_PROJECTION);
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|     glLoadIdentity();
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|     my $object_size = $self->object_size;
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|     glOrtho(-$x/2, $x/2, -$y/2, $y/2, 0.5, 2 * max(@$object_size));
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|  
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|     glMatrixMode(GL_MODELVIEW);
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|     unless ($self->mview_init) {
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|         $self->mview_init(1);
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|         $self->ResetModelView(0.9);
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|     }
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| }
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|  
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| sub DESTROY {
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|     my $self = shift;
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| }
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|  
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| sub InitGL {
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|     my $self = shift;
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|  
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|     return if $self->init;
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|     return unless $self->GetContext;
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|     $self->init(1);
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|     
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|     glEnable(GL_NORMALIZE);
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|     glEnable(GL_LIGHTING);
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|     glDepthFunc(GL_LESS);
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|     glEnable(GL_DEPTH_TEST);
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|     
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|     # Settings for our light.
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|     my @LightPos        = (0, 0, 2, 1.0);
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|     my @LightAmbient    = (0.1, 0.1, 0.1, 1.0);
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|     my @LightDiffuse    = (0.7, 0.5, 0.5, 1.0);
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|     my @LightSpecular   = (0.1, 0.1, 0.1, 0.1);
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|     
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|     # Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
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|     glShadeModel(GL_SMOOTH);
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|     
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|     # Set up a light, turn it on.
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|     glLightfv_p(GL_LIGHT1, GL_POSITION, @LightPos);
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|     glLightfv_p(GL_LIGHT1, GL_AMBIENT,  @LightAmbient);
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|     glLightfv_p(GL_LIGHT1, GL_DIFFUSE,  @LightDiffuse);
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|     glLightfv_p(GL_LIGHT1, GL_SPECULAR, @LightSpecular);
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|     glEnable(GL_LIGHT1);
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|       
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|     # A handy trick -- have surface material mirror the color.
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|     glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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|     glEnable(GL_COLOR_MATERIAL);
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| }
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|  
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| sub Render {
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|     my ($self, $dc) = @_;
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|  
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|     return unless $self->GetContext;
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|     $self->SetCurrent($self->GetContext);
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|     $self->InitGL;
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| 
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|     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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| 
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|     glPushMatrix();
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| 
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|     my $object_size = $self->object_size;
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|     glTranslatef(0, 0, -max(@$object_size[0..1]));
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|     my @rotmat = quat_to_rotmatrix($self->quat);
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|     glMultMatrixd_p(@rotmat[0..15]);
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|     glRotatef($self->stheta, 1, 0, 0);
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|     glRotatef($self->sphi, 0, 0, 1);
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|     glTranslatef(map -$_, @{ $self->object_center });
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| 
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|     $self->draw_mesh;
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|     
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|     # draw axes
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|     {
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|         my $axis_len = 2 * max(@{ $self->object_size });
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|         glLineWidth(2);
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|         glBegin(GL_LINES);
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|         # draw line for x axis
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|         glColor3f(1, 0, 0);
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|         glVertex3f(0, 0, 0);
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|         glVertex3f($axis_len, 0, 0);
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|         # draw line for y axis
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|         glColor3f(0, 1, 0);
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|         glVertex3f(0, 0, 0);
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|         glVertex3f(0, $axis_len, 0);
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|         # draw line for Z axis
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|         glColor3f(0, 0, 1);
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|         glVertex3f(0, 0, 0);
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|         glVertex3f(0, 0, $axis_len);
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|         glEnd();
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|         
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|         # draw ground
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|         my $ground_z = -0.02;
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|         glDisable(GL_CULL_FACE);
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|         glEnable(GL_BLEND);
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| 	    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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|         glBegin(GL_QUADS);
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|         glColor4f(1, 1, 1, 0.5);
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|         glVertex3f(-$axis_len, -$axis_len, $ground_z);
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|         glVertex3f($axis_len, -$axis_len, $ground_z);
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|         glVertex3f($axis_len, $axis_len, $ground_z);
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|         glVertex3f(-$axis_len, $axis_len, $ground_z);
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|         glEnd();
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|         glEnable(GL_CULL_FACE);
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|         glDisable(GL_BLEND);
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|         
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|         # draw grid
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|         glBegin(GL_LINES);
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|         glColor3f(1, 1, 1);
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|         for (my $x = -$axis_len; $x <= $axis_len; $x += 10) {
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|             glVertex3f($x, -$axis_len, $ground_z);
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|             glVertex3f($x, $axis_len, $ground_z);
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|         }
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|         for (my $y = -$axis_len; $y <= $axis_len; $y += 10) {
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|             glVertex3f(-$axis_len, $y, $ground_z);
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|             glVertex3f($axis_len, $y, $ground_z);
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|         }
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|         glEnd();
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|     }
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| 
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|     glPopMatrix();
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|     glFlush();
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|  
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|     $self->SwapBuffers();
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| }
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| 
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| sub draw_mesh {
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|     my $self = shift;
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|     
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|     glEnable(GL_CULL_FACE);
 | |
|     glEnableClientState(GL_VERTEX_ARRAY);
 | |
|     glEnableClientState(GL_NORMAL_ARRAY);
 | |
|     
 | |
|     foreach my $volume (@{$self->volumes}) {
 | |
|         glVertexPointer_p(3, $volume->{verts});
 | |
|         
 | |
|         glCullFace(GL_BACK);
 | |
|         glNormalPointer_p($volume->{norms});
 | |
|         glColor3f(@{ $volume->{color} });
 | |
|         glDrawArrays(GL_TRIANGLES, 0, $volume->{verts}->elements / 3);
 | |
|     }
 | |
|     
 | |
|     glDisableClientState(GL_NORMAL_ARRAY);
 | |
|     glDisableClientState(GL_VERTEX_ARRAY);
 | |
| }
 | |
| 
 | |
| 1;
 | 
