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			900 lines
		
	
	
	
		
			30 KiB
		
	
	
	
		
			Perl
		
	
	
	
	
	
			
		
		
	
	
			900 lines
		
	
	
	
		
			30 KiB
		
	
	
	
		
			Perl
		
	
	
	
	
	
| package Slic3r::GUI::PreviewCanvas;
 | ||
| use strict;
 | ||
| use warnings;
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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 :gluconstants);
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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 scale unscale);
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| use Slic3r::Geometry::Clipper qw(offset_ex intersection_pl);
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| use Wx::GLCanvas qw(:all);
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|  
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| __PACKAGE__->mk_accessors( qw(_quat _dirty init
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|                               enable_picking
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|                               enable_moving
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|                               on_hover
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|                               on_select
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|                               on_double_click
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|                               on_right_click
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|                               on_move
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|                               volumes
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|                               print
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|                               _sphi _stheta
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|                               cutting_plane_z
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|                               cut_lines_vertices
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|                               bed_shape
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|                               bed_triangles
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|                               bed_grid_lines
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|                               origin
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|                               _mouse_pos
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|                               _hover_volume_idx
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|                               _drag_volume_idx
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|                               _drag_start_pos
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|                               _drag_start_xy
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|                               _camera_target
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|                               _zoom
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|                               ) );
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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 GROUND_Z       => 0.02;
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| use constant SELECTED_COLOR => [0,1,0,1];
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| use constant HOVER_COLOR    => [0.8,0.8,0,1];
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| use constant COLORS => [ [1,1,0], [1,0.5,0.5], [0.5,1,0.5], [0.5,0.5,1] ];
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| 
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| # make OpenGL::Array thread-safe
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| {
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|     no warnings 'redefine';
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|     *OpenGL::Array::CLONE_SKIP = sub { 1 };
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| }
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| 
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| sub new {
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|     my ($class, $parent) = @_;
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|     
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|     # we request a depth buffer explicitely because it looks like it's not created by 
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|     # default on Linux, causing transparency issues
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|     my $self = $class->SUPER::new($parent, -1, Wx::wxDefaultPosition, Wx::wxDefaultSize, 0, "",
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|         [WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_DEPTH_SIZE, 16, 0]);
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|    
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|     $self->_quat((0, 0, 0, 1));
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|     $self->_stheta(45);
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|     $self->_sphi(45);
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|     $self->_zoom(1);
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|     
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|     # 3D point in model space
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|     $self->_camera_target(Slic3r::Pointf3->new(0,0,0));
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|     
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|     $self->reset_objects;
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|     
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|     EVT_PAINT($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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|         # Calculate the zoom delta and apply it to the current zoom factor
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|         my $zoom = $e->GetWheelRotation() / $e->GetWheelDelta();
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|         $zoom = max(min($zoom, 4), -4);
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|         $zoom /= 10;
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|         $self->_zoom($self->_zoom * (1-$zoom));
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|         
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|         # In order to zoom around the mouse point we need to translate
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|         # the camera target
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|         my $size = Slic3r::Pointf->new($self->GetSizeWH);
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|         my $pos = Slic3r::Pointf->new($e->GetX, $size->y - $e->GetY); #-
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|         $self->_camera_target->translate(
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|             # ($pos - $size/2) represents the vector from the viewport center
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|             # to the mouse point. By multiplying it by $zoom we get the new,
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|             # transformed, length of such vector.
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|             # Since we want that point to stay fixed, we move our camera target
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|             # in the opposite direction by the delta of the length of such vector
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|             # ($zoom - 1). We then scale everything by 1/$self->_zoom since 
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|             # $self->_camera_target is expressed in terms of model units.
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|             -($pos->x - $size->x/2) * ($zoom) / $self->_zoom,
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|             -($pos->y - $size->y/2) * ($zoom) / $self->_zoom,
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|             0,
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|         ) if 0;
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|         $self->_dirty(1);
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|         $self->Refresh;
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|     });
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|     EVT_MOUSE_EVENTS($self, \&mouse_event);
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|     
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|     return $self;
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| }
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| 
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| sub mouse_event {
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|     my ($self, $e) = @_;
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|     
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|     my $pos = Slic3r::Pointf->new($e->GetPositionXY);
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|     if ($e->LeftDClick) {
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|         $self->on_double_click->()
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|             if $self->on_double_click;
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|     } elsif ($e->LeftDown || $e->RightDown) {
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|         # If user pressed left or right button we first check whether this happened
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|         # on a volume or not.
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|         my $volume_idx = $self->_hover_volume_idx // -1;
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|         
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|         # select volume in this 3D canvas
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|         if ($self->enable_picking) {
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|             $self->deselect_volumes;
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|             $self->select_volume($volume_idx);
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|             $self->Refresh;
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|         }
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|         
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|         # propagate event through callback
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|         $self->on_select->($volume_idx)
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|             if $self->on_select;
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|         
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|         if ($volume_idx != -1) {
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|             if ($e->LeftDown && $self->enable_moving) {
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|                 $self->_drag_volume_idx($volume_idx);
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|                 $self->_drag_start_pos($self->mouse_to_3d(@$pos));
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|             } elsif ($e->RightDown) {
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|                 # if right clicking on volume, propagate event through callback
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|                 $self->on_right_click->($e->GetPosition)
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|                     if $self->on_right_click;
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|             }
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|         }
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|     } elsif ($e->Dragging && $e->LeftIsDown && defined($self->_drag_volume_idx)) {
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|         # get volume being dragged
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|         my $volume = $self->volumes->[$self->_drag_volume_idx];
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|         
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|         # get new position at the same Z of the initial click point
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|         my $mouse_ray = $self->mouse_ray($e->GetX, $e->GetY);
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|         my $cur_pos = $mouse_ray->intersect_plane($self->_drag_start_pos->z);
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|         
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|         # calculate the translation vector
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|         my $vector = $self->_drag_start_pos->vector_to($cur_pos);
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|         
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|         # apply new temporary volume origin and ignore Z
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|         $volume->origin->translate($vector->x, $vector->y, 0); #,,
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|         $self->_drag_start_pos($cur_pos);
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|         $self->Refresh;
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|     } elsif ($e->Dragging && !defined $self->_hover_volume_idx) {
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|         if ($e->LeftIsDown) {
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|             # if dragging over blank area with left button, rotate
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|             if (defined $self->_drag_start_pos) {
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|                 my $orig = $self->_drag_start_pos;
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|                 if (TURNTABLE_MODE) {
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|                     $self->_sphi($self->_sphi + ($pos->x - $orig->x) * TRACKBALLSIZE);
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|                     $self->_stheta($self->_stheta - ($pos->y - $orig->y) * TRACKBALLSIZE);        #-
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|                     $self->_stheta(150) if $self->_stheta > 150;
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|                     $self->_stheta(0) if $self->_stheta < 0;
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|                 } else {
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|                     my $size = $self->GetClientSize;
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|                     my @quat = trackball(
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|                         $orig->x / ($size->width / 2) - 1,
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|                         1 - $orig->y / ($size->height / 2),       #/
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|                         $pos->x / ($size->width / 2) - 1,
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|                         1 - $pos->y / ($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->Refresh;
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|             }
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|             $self->_drag_start_pos($pos);
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|         } elsif ($e->RightIsDown) {
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|             # if dragging over blank area with right button, translate
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|             
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|             if (defined $self->_drag_start_xy) {
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|                 # get point in model space at Z = 0
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|                 my $cur_pos = $self->mouse_ray($e->GetX, $e->GetY)->intersect_plane(0);
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|                 my $orig    = $self->mouse_ray(@{$self->_drag_start_xy})->intersect_plane(0);
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|                 $self->_camera_target->translate(
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|                     @{$orig->vector_to($cur_pos)->negative},
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|                 );
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|                 $self->Refresh;
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|             }
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|             $self->_drag_start_xy($pos);
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|         }
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|     } elsif ($e->LeftUp || $e->RightUp) {
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|         if ($self->on_move && defined $self->_drag_volume_idx) {
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|             $self->on_move->($self->_drag_volume_idx);
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|         }
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|         $self->_drag_volume_idx(undef);
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|         $self->_drag_start_pos(undef);
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|         $self->_drag_start_xy(undef);
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|     } elsif ($e->Moving) {
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|         $self->_mouse_pos($pos);
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|         $self->Refresh;
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|     } else {
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|         $e->Skip();
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|     }
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| }
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| 
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| sub reset_objects {
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|     my ($self) = @_;
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|     
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|     $self->volumes([]);
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|     $self->_dirty(1);
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| }
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| 
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| sub zoom_to_bounding_box {
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|     my ($self, $bb) = @_;
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|     
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|     # calculate the zoom factor needed to adjust viewport to
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|     # bounding box
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|     my $max_size = max(@{$bb->size}) * 2;
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|     my $min_viewport_size = min($self->GetSizeWH);
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|     $self->_zoom($min_viewport_size / $max_size);
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|     
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|     # center view around bounding box center
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|     $self->_camera_target($bb->center);
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| }
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| 
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| sub zoom_to_bed {
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|     my ($self) = @_;
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|     
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|     if ($self->bed_shape) {
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|         $self->zoom_to_bounding_box($self->bed_bounding_box);
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|     }
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| }
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| 
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| sub zoom_to_volume {
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|     my ($self, $volume_idx) = @_;
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|     
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|     my $volume = $self->volumes->[$volume_idx];
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|     my $bb = $volume->bounding_box;
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|     $self->zoom_to_bounding_box($bb);
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| }
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| 
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| sub zoom_to_volumes {
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|     my ($self) = @_;
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|     $self->zoom_to_bounding_box($self->volumes_bounding_box);
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| }
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| 
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| sub volumes_bounding_box {
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|     my ($self) = @_;
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|     
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|     my $bb = Slic3r::Geometry::BoundingBoxf3->new;
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|     $bb->merge($_->bounding_box) for @{$self->volumes};
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|     return $bb;
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| }
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| 
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| sub bed_bounding_box {
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|     my ($self) = @_;
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|     
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|     my $bb = Slic3r::Geometry::BoundingBoxf3->new;
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|     $bb->merge_point(Slic3r::Pointf3->new(@$_, 0)) for @{$self->bed_shape};
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|     return $bb;
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| }
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| 
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| sub max_bounding_box {
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|     my ($self) = @_;
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|     
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|     my $bb = $self->bed_bounding_box;
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|     $bb->merge($self->volumes_bounding_box);
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|     return $bb;
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| }
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| 
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| sub set_auto_bed_shape {
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|     my ($self, $bed_shape) = @_;
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|     
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|     # draw a default square bed around object center
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|     my $max_size = max(@{ $self->volumes_bounding_box->size });
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|     my $center = $self->volumes_bounding_box->center;
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|     $self->set_bed_shape([
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|         [ $center->x - $max_size, $center->y - $max_size ],  #--
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|         [ $center->x + $max_size, $center->y - $max_size ],  #--
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|         [ $center->x + $max_size, $center->y + $max_size ],  #++
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|         [ $center->x - $max_size, $center->y + $max_size ],  #++
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|     ]);
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|     $self->origin(Slic3r::Pointf->new(@$center[X,Y]));
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| }
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| 
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| sub set_bed_shape {
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|     my ($self, $bed_shape) = @_;
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|     
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|     $self->bed_shape($bed_shape);
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|     
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|     # triangulate bed
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|     my $expolygon = Slic3r::ExPolygon->new([ map [map scale($_), @$_], @$bed_shape ]);
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|     my $bed_bb = $expolygon->bounding_box;
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|     
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|     {
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|         my @points = ();
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|         foreach my $triangle (@{ $expolygon->triangulate }) {
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|             push @points, map {+ unscale($_->x), unscale($_->y), GROUND_Z } @$triangle;  #))
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|         }
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|         $self->bed_triangles(OpenGL::Array->new_list(GL_FLOAT, @points));
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|     }
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|     
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|     {
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|         my @lines = ();
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|         for (my $x = $bed_bb->x_min; $x <= $bed_bb->x_max; $x += scale 10) {
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|             push @lines, Slic3r::Polyline->new([$x,$bed_bb->y_min], [$x,$bed_bb->y_max]);
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|         }
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|         for (my $y = $bed_bb->y_min; $y <= $bed_bb->y_max; $y += scale 10) {
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|             push @lines, Slic3r::Polyline->new([$bed_bb->x_min,$y], [$bed_bb->x_max,$y]);
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|         }
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|         @lines = @{intersection_pl(\@lines, [ @$expolygon ])};
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|         my @points = ();
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|         foreach my $polyline (@lines) {
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|             push @points, map {+ unscale($_->x), unscale($_->y), GROUND_Z } @$polyline;  #))
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|         }
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|         $self->bed_grid_lines(OpenGL::Array->new_list(GL_FLOAT, @points));
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|     }
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|     
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|     $self->origin(Slic3r::Pointf->new(0,0));
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| }
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| 
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| sub load_object {
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|     my ($self, $object, $all_instances) = @_;
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|     
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|     my $z_min = $object->raw_bounding_box->z_min;
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|     
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|     # color mesh(es) by material
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|     my @materials = ();
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|     
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|     # sort volumes: non-modifiers first
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|     my @volumes = sort { ($a->modifier // 0) <=> ($b->modifier // 0) } @{$object->volumes};
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|     my @volumes_idx = ();
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|     foreach my $volume (@volumes) {
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|         my @instance_idxs = $all_instances ? (0..$#{$object->instances}) : (0);
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|         foreach my $instance_idx (@instance_idxs) {
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|             my $instance = $object->instances->[$instance_idx];
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|             my $mesh = $volume->mesh->clone;
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|             $instance->transform_mesh($mesh);
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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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|         
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|             my $color = [ @{COLORS->[ $color_idx % scalar(@{&COLORS}) ]} ];
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|             push @$color, $volume->modifier ? 0.5 : 1;
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|             push @{$self->volumes}, my $v = Slic3r::GUI::PreviewCanvas::Volume->new(
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|                 instance_idx    => $instance_idx,
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|                 mesh            => $mesh,
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|                 color           => $color,
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|                 origin          => Slic3r::Pointf3->new(0,0,-$z_min),
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|             );
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|             push @volumes_idx, $#{$self->volumes};
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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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|                 $v->norms(OpenGL::Array->new_list(GL_FLOAT, @norms));
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|             }
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|         }
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|     }
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|     
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|     return @volumes_idx;
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| }
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| 
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| sub deselect_volumes {
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|     my ($self) = @_;
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|     $_->selected(0) for @{$self->volumes};
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| }
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| 
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| sub select_volume {
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|     my ($self, $volume_idx) = @_;
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|     
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|     $self->volumes->[$volume_idx]->selected(1)
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|         if $volume_idx != -1;
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| }
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| 
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| sub SetCuttingPlane {
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|     my ($self, $z) = @_;
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|     
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|     $self->cutting_plane_z($z);
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|     
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|     # perform cut and cache section lines
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|     my @verts = ();
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|     foreach my $volume (@{$self->volumes}) {
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|         foreach my $volume (@{$self->volumes}) {
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|             my $expolygons = $volume->mesh->slice([ $z + $volume->origin->z ])->[0];
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|             $expolygons = offset_ex([ map @$_, @$expolygons ], scale 0.1);
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|             
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|             foreach my $line (map @{$_->lines}, map @$_, @$expolygons) {
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|                 push @verts, (
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|                     unscale($line->a->x), unscale($line->a->y), $z,  #))
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|                     unscale($line->b->x), unscale($line->b->y), $z,  #))
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|                 );
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|             }
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|         }
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|     }
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|     $self->cut_lines_vertices(OpenGL::Array->new_list(GL_FLOAT, @verts));
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| }
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| 
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| # Given an axis and angle, compute quaternion.
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| sub axis_to_quat {
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|     my ($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] * @$v2[0]);
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| }
 | ||
| 
 | ||
| # Simulate a track-ball. Project the points onto the virtual trackball, 
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| # then figure out the axis of rotation, which is the cross product of 
 | ||
| # P1 P2 and O P1 (O is the center of the ball, 0,0,0) Note: This is a 
 | ||
| # deformed trackball-- is a trackball in the center, but is deformed 
 | ||
| # into a hyperbolic sheet of rotation away from the center. 
 | ||
| # It is assumed that the arguments to this routine are in the range 
 | ||
| # (-1.0 ... 1.0).
 | ||
| sub trackball {
 | ||
|     my ($p1x, $p1y, $p2x, $p2y) = @_;
 | ||
|     
 | ||
|     if ($p1x == $p2x && $p1y == $p2y) {
 | ||
|         # zero rotation
 | ||
|         return (0.0, 0.0, 0.0, 1.0);
 | ||
|     }
 | ||
|     
 | ||
|     # First, figure out z-coordinates for projection of P1 and P2 to
 | ||
|     # deformed sphere
 | ||
|     my @p1 = ($p1x, $p1y, project_to_sphere(TRACKBALLSIZE, $p1x, $p1y));
 | ||
|     my @p2 = ($p2x, $p2y, project_to_sphere(TRACKBALLSIZE, $p2x, $p2y));
 | ||
|     
 | ||
|     # axis of rotation (cross product of P1 and P2)
 | ||
|     my @a = cross(\@p2, \@p1);
 | ||
| 
 | ||
|     # Figure out how much to rotate around that axis.
 | ||
|     my @d = map { $_ * $_ } (map { $p1[$_] - $p2[$_] } 0 .. $#p1);
 | ||
|     my $t = sqrt(reduce { $a + $b } @d) / (2.0 * TRACKBALLSIZE);
 | ||
|     
 | ||
|     # Avoid problems with out-of-control values...
 | ||
|     $t = 1.0 if ($t > 1.0);
 | ||
|     $t = -1.0 if ($t < -1.0);
 | ||
|     my $phi = 2.0 * asin($t);
 | ||
| 
 | ||
|     return axis_to_quat(\@a, $phi);
 | ||
| }
 | ||
| 
 | ||
| # Build a rotation matrix, given a quaternion rotation.
 | ||
| sub quat_to_rotmatrix {
 | ||
|     my ($q) = @_;
 | ||
|   
 | ||
|     my @m = ();
 | ||
|   
 | ||
|     $m[0] = 1.0 - 2.0 * (@$q[1] * @$q[1] + @$q[2] * @$q[2]);
 | ||
|     $m[1] = 2.0 * (@$q[0] * @$q[1] - @$q[2] * @$q[3]);
 | ||
|     $m[2] = 2.0 * (@$q[2] * @$q[0] + @$q[1] * @$q[3]);
 | ||
|     $m[3] = 0.0;
 | ||
| 
 | ||
|     $m[4] = 2.0 * (@$q[0] * @$q[1] + @$q[2] * @$q[3]);
 | ||
|     $m[5] = 1.0 - 2.0 * (@$q[2] * @$q[2] + @$q[0] * @$q[0]);
 | ||
|     $m[6] = 2.0 * (@$q[1] * @$q[2] - @$q[0] * @$q[3]);
 | ||
|     $m[7] = 0.0;
 | ||
| 
 | ||
|     $m[8] = 2.0 * (@$q[2] * @$q[0] - @$q[1] * @$q[3]);
 | ||
|     $m[9] = 2.0 * (@$q[1] * @$q[2] + @$q[0] * @$q[3]);
 | ||
|     $m[10] = 1.0 - 2.0 * (@$q[1] * @$q[1] + @$q[0] * @$q[0]);
 | ||
|     $m[11] = 0.0;
 | ||
| 
 | ||
|     $m[12] = 0.0;
 | ||
|     $m[13] = 0.0;
 | ||
|     $m[14] = 0.0;
 | ||
|     $m[15] = 1.0;
 | ||
|   
 | ||
|     return @m;
 | ||
| }
 | ||
| 
 | ||
| sub mulquats {
 | ||
|     my ($q1, $rq) = @_;
 | ||
|   
 | ||
|     return (@$q1[3] * @$rq[0] + @$q1[0] * @$rq[3] + @$q1[1] * @$rq[2] - @$q1[2] * @$rq[1],
 | ||
|             @$q1[3] * @$rq[1] + @$q1[1] * @$rq[3] + @$q1[2] * @$rq[0] - @$q1[0] * @$rq[2],
 | ||
|             @$q1[3] * @$rq[2] + @$q1[2] * @$rq[3] + @$q1[0] * @$rq[1] - @$q1[1] * @$rq[0],
 | ||
|             @$q1[3] * @$rq[3] - @$q1[0] * @$rq[0] - @$q1[1] * @$rq[1] - @$q1[2] * @$rq[2])
 | ||
| }
 | ||
| 
 | ||
| sub mouse_to_3d {
 | ||
|     my ($self, $x, $y, $z) = @_;
 | ||
| 
 | ||
|     my @viewport    = glGetIntegerv_p(GL_VIEWPORT);             # 4 items
 | ||
|     my @mview       = glGetDoublev_p(GL_MODELVIEW_MATRIX);      # 16 items
 | ||
|     my @proj        = glGetDoublev_p(GL_PROJECTION_MATRIX);     # 16 items
 | ||
|     
 | ||
|     $y = $viewport[3] - $y;
 | ||
|     $z //= glReadPixels_p($x, $y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT);
 | ||
|     my @projected = gluUnProject_p($x, $y, $z, @mview, @proj, @viewport);
 | ||
|     return Slic3r::Pointf3->new(@projected);
 | ||
| }
 | ||
| 
 | ||
| sub mouse_ray {
 | ||
|     my ($self, $x, $y) = @_;
 | ||
|     
 | ||
|     return Slic3r::Linef3->new(
 | ||
|         $self->mouse_to_3d($x, $y, 0),
 | ||
|         $self->mouse_to_3d($x, $y, 1),
 | ||
|     );
 | ||
| }
 | ||
| 
 | ||
| sub GetContext {
 | ||
|     my ($self) = @_;
 | ||
|     
 | ||
|     if (Wx::wxVERSION >= 2.009) {
 | ||
|         return $self->{context} ||= Wx::GLContext->new($self);
 | ||
|     } else {
 | ||
|         return $self->SUPER::GetContext;
 | ||
|     }
 | ||
| }
 | ||
|  
 | ||
| sub SetCurrent {
 | ||
|     my ($self, $context) = @_;
 | ||
|     
 | ||
|     if (Wx::wxVERSION >= 2.009) {
 | ||
|         return $self->SUPER::SetCurrent($context);
 | ||
|     } else {
 | ||
|         return $self->SUPER::SetCurrent;
 | ||
|     }
 | ||
| }
 | ||
| 
 | ||
| sub Resize {
 | ||
|     my ($self, $x, $y) = @_;
 | ||
|  
 | ||
|     return unless $self->GetContext;
 | ||
|     $self->_dirty(0);
 | ||
|  
 | ||
|     $self->SetCurrent($self->GetContext);
 | ||
|     glViewport(0, 0, $x, $y);
 | ||
|  
 | ||
|     $x /= $self->_zoom;
 | ||
|     $y /= $self->_zoom;
 | ||
|     
 | ||
|     glMatrixMode(GL_PROJECTION);
 | ||
|     glLoadIdentity();
 | ||
|     glOrtho(
 | ||
|         -$x/2, $x/2, -$y/2, $y/2,
 | ||
|         -200, 10 * max(@{ $self->max_bounding_box->size }),
 | ||
|     );
 | ||
|  
 | ||
|     glMatrixMode(GL_MODELVIEW);
 | ||
| }
 | ||
|  
 | ||
| sub InitGL {
 | ||
|     my $self = shift;
 | ||
|  
 | ||
|     return if $self->init;
 | ||
|     return unless $self->GetContext;
 | ||
|     $self->init(1);
 | ||
|     
 | ||
|     glClearColor(0, 0, 0, 1);
 | ||
|     glColor3f(1, 0, 0);
 | ||
|     glEnable(GL_DEPTH_TEST);
 | ||
|     glClearDepth(1.0);
 | ||
|     glDepthFunc(GL_LEQUAL);
 | ||
|     glEnable(GL_CULL_FACE);
 | ||
|     glEnable(GL_BLEND);
 | ||
|     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | ||
|     
 | ||
|     # Set antialiasing/multisampling
 | ||
|     glDisable(GL_LINE_SMOOTH);
 | ||
|     glDisable(GL_POLYGON_SMOOTH);
 | ||
|     glEnable(GL_MULTISAMPLE);
 | ||
|     
 | ||
|     # ambient lighting
 | ||
|     glLightModelfv_p(GL_LIGHT_MODEL_AMBIENT, 0.1, 0.1, 0.1, 1);
 | ||
|     
 | ||
|     glEnable(GL_LIGHTING);
 | ||
|     glEnable(GL_LIGHT0);
 | ||
|     glEnable(GL_LIGHT1);
 | ||
|     glLightfv_p(GL_LIGHT0, GL_POSITION, 0.5, 0.5, 1, 0);
 | ||
|     glLightfv_p(GL_LIGHT0, GL_SPECULAR, 0.5, 0.5, 0.5, 1);
 | ||
|     glLightfv_p(GL_LIGHT0, GL_DIFFUSE,  0.8, 0.8, 0.8, 1);
 | ||
|     glLightfv_p(GL_LIGHT1, GL_POSITION, 1, 0, 0.5, 0);
 | ||
|     glLightfv_p(GL_LIGHT1, GL_SPECULAR, 0.5, 0.5, 0.5, 1);
 | ||
|     glLightfv_p(GL_LIGHT1, GL_DIFFUSE,  1, 1, 1, 1);
 | ||
|     
 | ||
|     # Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
 | ||
|     glShadeModel(GL_SMOOTH);
 | ||
|     
 | ||
|     glMaterialfv_p(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, 0.5, 0.3, 0.3, 1);
 | ||
|     glMaterialfv_p(GL_FRONT_AND_BACK, GL_SPECULAR, 1, 1, 1, 1);
 | ||
|     glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50);
 | ||
|     glMaterialfv_p(GL_FRONT_AND_BACK, GL_EMISSION, 0.1, 0, 0, 0.9);
 | ||
|     
 | ||
|     # A handy trick -- have surface material mirror the color.
 | ||
|     glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
 | ||
|     glEnable(GL_COLOR_MATERIAL);
 | ||
|     glEnable(GL_MULTISAMPLE);
 | ||
| }
 | ||
|  
 | ||
| sub Render {
 | ||
|     my ($self, $dc) = @_;
 | ||
|     
 | ||
|     # prevent calling SetCurrent() when window is not shown yet
 | ||
|     return unless $self->IsShownOnScreen;
 | ||
|     return unless my $context = $self->GetContext;
 | ||
|     $self->SetCurrent($context);
 | ||
|     $self->InitGL;
 | ||
|     
 | ||
|     glClearColor(1, 1, 1, 1);
 | ||
|     glClearDepth(1);
 | ||
|     glDepthFunc(GL_LESS);
 | ||
|     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 | ||
|     
 | ||
|     glMatrixMode(GL_MODELVIEW);
 | ||
|     glLoadIdentity();
 | ||
|     
 | ||
|     if (TURNTABLE_MODE) {
 | ||
|         glRotatef(-$self->_stheta, 1, 0, 0); # pitch
 | ||
|         glRotatef($self->_sphi, 0, 0, 1);    # yaw
 | ||
|     } else {
 | ||
|         my @rotmat = quat_to_rotmatrix($self->quat);
 | ||
|         glMultMatrixd_p(@rotmat[0..15]);
 | ||
|     }
 | ||
|     glTranslatef(@{ $self->_camera_target->negative });
 | ||
|     
 | ||
|     if ($self->enable_picking) {
 | ||
|         glDisable(GL_LIGHTING);
 | ||
|         $self->draw_volumes(1);
 | ||
|         glFlush();
 | ||
|         glFinish();
 | ||
|         
 | ||
|         if (my $pos = $self->_mouse_pos) {
 | ||
|             my $col = [ glReadPixels_p($pos->x, $self->GetSize->GetHeight - $pos->y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE) ];
 | ||
|             my $volume_idx = $col->[0] + $col->[1]*256 + $col->[2]*256*256;
 | ||
|             $self->_hover_volume_idx(undef);
 | ||
|             $_->hover(0) for @{$self->volumes};
 | ||
|             if ($volume_idx <= $#{$self->volumes}) {
 | ||
|                 $self->_hover_volume_idx($volume_idx);
 | ||
|                 $self->volumes->[$volume_idx]->hover(1);
 | ||
|                 $self->on_hover->($volume_idx) if $self->on_hover;
 | ||
|             }
 | ||
|         }
 | ||
|         glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 | ||
|         glFlush();
 | ||
|         glFinish();
 | ||
|         glEnable(GL_LIGHTING);
 | ||
|     }
 | ||
|     # draw objects
 | ||
|     $self->draw_volumes;
 | ||
|     
 | ||
|     # draw ground and axes
 | ||
|     glDisable(GL_LIGHTING);
 | ||
|     my $z0 = 0;
 | ||
|     
 | ||
|     {
 | ||
|         # draw ground
 | ||
|         my $ground_z = GROUND_Z;
 | ||
|         if ($self->bed_triangles) {
 | ||
|             glEnable(GL_BLEND);
 | ||
|             glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | ||
|             
 | ||
|             glEnableClientState(GL_VERTEX_ARRAY);
 | ||
|             glColor4f(0.6, 0.7, 0.5, 0.3);
 | ||
|             glNormal3d(0,0,1);
 | ||
|             glVertexPointer_p(3, $self->bed_triangles);
 | ||
|             glDrawArrays(GL_TRIANGLES, 0, $self->bed_triangles->elements / 3);
 | ||
|             glDisableClientState(GL_VERTEX_ARRAY);
 | ||
|             
 | ||
|             glDisable(GL_BLEND);
 | ||
|         
 | ||
|             # draw grid
 | ||
|             glTranslatef(0, 0, 0.02);
 | ||
|             glLineWidth(3);
 | ||
|             glColor3f(0.95, 0.95, 0.95);
 | ||
|             glEnableClientState(GL_VERTEX_ARRAY);
 | ||
|             glVertexPointer_p(3, $self->bed_grid_lines);
 | ||
|             glDrawArrays(GL_LINES, 0, $self->bed_grid_lines->elements / 3);
 | ||
|             glDisableClientState(GL_VERTEX_ARRAY);
 | ||
|         }
 | ||
|         
 | ||
|         my $volumes_bb = $self->volumes_bounding_box;
 | ||
|         
 | ||
|         {
 | ||
|             # draw axes
 | ||
|             $ground_z += 0.02;
 | ||
|             my $origin = $self->origin;
 | ||
|             my $axis_len = max(
 | ||
|                 0.3 * max(@{ $self->bed_bounding_box->size }),
 | ||
|                   2 * max(@{ $volumes_bb->size }),
 | ||
|             );
 | ||
|             glLineWidth(2);
 | ||
|             glBegin(GL_LINES);
 | ||
|             # draw line for x axis
 | ||
|             glColor3f(1, 0, 0);
 | ||
|             glVertex3f(@$origin, $ground_z);
 | ||
|             glVertex3f($origin->x + $axis_len, $origin->y, $ground_z);  #,,
 | ||
|             # draw line for y axis
 | ||
|             glColor3f(0, 1, 0);
 | ||
|             glVertex3f(@$origin, $ground_z);
 | ||
|             glVertex3f($origin->x, $origin->y + $axis_len, $ground_z);  #++
 | ||
|             # draw line for Z axis
 | ||
|             glColor3f(0, 0, 1);
 | ||
|             glVertex3f(@$origin, $ground_z);
 | ||
|             glVertex3f(@$origin, $ground_z+$axis_len);
 | ||
|             glEnd();
 | ||
|         }
 | ||
|         
 | ||
|         # draw cutting plane
 | ||
|         if (defined $self->cutting_plane_z) {
 | ||
|             my $plane_z = $z0 + $self->cutting_plane_z;
 | ||
|             my $bb = $volumes_bb;
 | ||
|             glDisable(GL_CULL_FACE);
 | ||
|             glEnable(GL_BLEND);
 | ||
|             glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | ||
|             glBegin(GL_QUADS);
 | ||
|             glColor4f(0.8, 0.8, 0.8, 0.5);
 | ||
|             glVertex3f($bb->x_min-20, $bb->y_min-20, $plane_z);
 | ||
|             glVertex3f($bb->x_max+20, $bb->y_min-20, $plane_z);
 | ||
|             glVertex3f($bb->x_max+20, $bb->y_max+20, $plane_z);
 | ||
|             glVertex3f($bb->x_min-20, $bb->y_max+20, $plane_z);
 | ||
|             glEnd();
 | ||
|             glEnable(GL_CULL_FACE);
 | ||
|             glDisable(GL_BLEND);
 | ||
|         }
 | ||
|     }
 | ||
|     
 | ||
|     glEnable(GL_LIGHTING);
 | ||
|     
 | ||
|     glFlush();
 | ||
|  
 | ||
|     $self->SwapBuffers();
 | ||
| }
 | ||
| 
 | ||
| sub draw_volumes {
 | ||
|     my ($self, $fakecolor) = @_;
 | ||
|     
 | ||
|     glEnable(GL_BLEND);
 | ||
|     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | ||
|     
 | ||
|     if (defined($self->print) && !$fakecolor) {
 | ||
|         my $tess = gluNewTess();
 | ||
|         gluTessCallback($tess, GLU_TESS_BEGIN,     'DEFAULT');
 | ||
|         gluTessCallback($tess, GLU_TESS_END,       'DEFAULT');
 | ||
|         gluTessCallback($tess, GLU_TESS_VERTEX,    'DEFAULT');
 | ||
|         gluTessCallback($tess, GLU_TESS_COMBINE,   'DEFAULT');
 | ||
|         gluTessCallback($tess, GLU_TESS_ERROR,     'DEFAULT');
 | ||
|         gluTessCallback($tess, GLU_TESS_EDGE_FLAG, 'DEFAULT');
 | ||
|         
 | ||
|         foreach my $object (@{$self->print->objects}) {
 | ||
|             foreach my $layer (@{$object->layers}) {
 | ||
|                 my $gap = 0;
 | ||
|                 my $top_z = $layer->print_z;
 | ||
|                 my $bottom_z = $layer->print_z - $layer->height + $gap;
 | ||
|             
 | ||
|                 foreach my $copy (@{ $object->_shifted_copies }) {
 | ||
|                     glPushMatrix();
 | ||
|                     glTranslatef(map unscale($_), @$copy, 0);
 | ||
|                     
 | ||
|                     foreach my $slice (@{$layer->slices}) {
 | ||
|                         glColor3f(@{COLORS->[0]});
 | ||
|                         gluTessBeginPolygon($tess);
 | ||
|                         glNormal3f(0,0,1);
 | ||
|                         foreach my $polygon (@$slice) {
 | ||
|                             gluTessBeginContour($tess);
 | ||
|                             gluTessVertex_p($tess, (map unscale($_), @$_), $layer->print_z) for @$polygon;
 | ||
|                             gluTessEndContour($tess);
 | ||
|                         }
 | ||
|                         gluTessEndPolygon($tess);
 | ||
|                         
 | ||
|                         foreach my $polygon (@$slice) {
 | ||
|                             foreach my $line (@{$polygon->lines}) {
 | ||
|                                 if (0) {
 | ||
|                                     glLineWidth(1);
 | ||
|                                     glColor3f(0,0,0);
 | ||
|                                     glBegin(GL_LINES);
 | ||
|                                     glVertex3f((map unscale($_), @{$line->a}), $bottom_z);
 | ||
|                                     glVertex3f((map unscale($_), @{$line->b}), $bottom_z);
 | ||
|                                     glEnd();
 | ||
|                                 }
 | ||
|                                 
 | ||
|                                 glLineWidth(0);
 | ||
|                                 glColor3f(@{COLORS->[0]});
 | ||
|                                 glBegin(GL_QUADS);
 | ||
|                                 glNormal3f((map $_/$line->length, @{$line->normal}), 0);
 | ||
|                                 glVertex3f((map unscale($_), @{$line->a}), $bottom_z);
 | ||
|                                 glVertex3f((map unscale($_), @{$line->b}), $bottom_z);
 | ||
|                                 glVertex3f((map unscale($_), @{$line->b}), $top_z);
 | ||
|                                 glVertex3f((map unscale($_), @{$line->a}), $top_z);
 | ||
|                                 glEnd();
 | ||
|                             }
 | ||
|                         }
 | ||
|                     }
 | ||
|                     
 | ||
|                     glPopMatrix();  # copy
 | ||
|                 }
 | ||
|             }
 | ||
|         }
 | ||
|         
 | ||
|         gluDeleteTess($tess);
 | ||
|         return;
 | ||
|     }
 | ||
|     
 | ||
|     glEnableClientState(GL_VERTEX_ARRAY);
 | ||
|     glEnableClientState(GL_NORMAL_ARRAY);
 | ||
|     
 | ||
|     foreach my $volume_idx (0..$#{$self->volumes}) {
 | ||
|         my $volume = $self->volumes->[$volume_idx];
 | ||
|         glPushMatrix();
 | ||
|         glTranslatef(@{$volume->origin});
 | ||
|         
 | ||
|         glVertexPointer_p(3, $volume->verts);
 | ||
|         
 | ||
|         glCullFace(GL_BACK);
 | ||
|         glNormalPointer_p($volume->norms);
 | ||
|         if ($fakecolor) {
 | ||
|             my $r = ($volume_idx & 0x000000FF) >>  0;
 | ||
|             my $g = ($volume_idx & 0x0000FF00) >>  8;
 | ||
|             my $b = ($volume_idx & 0x00FF0000) >> 16;
 | ||
|             glColor4f($r/255.0, $g/255.0, $b/255.0, 1);
 | ||
|         } elsif ($volume->selected) {
 | ||
|             glColor4f(@{ &SELECTED_COLOR });
 | ||
|         } elsif ($volume->hover) {
 | ||
|             glColor4f(@{ &HOVER_COLOR });
 | ||
|         } else {
 | ||
|             glColor4f(@{ $volume->color });
 | ||
|         }
 | ||
|         glDrawArrays(GL_TRIANGLES, 0, $volume->verts->elements / 3);
 | ||
|         
 | ||
|         glPopMatrix();
 | ||
|     }
 | ||
|     glDisableClientState(GL_NORMAL_ARRAY);
 | ||
|     glDisable(GL_BLEND);
 | ||
|     
 | ||
|     if (defined $self->cutting_plane_z) {
 | ||
|         glLineWidth(2);
 | ||
|         glColor3f(0, 0, 0);
 | ||
|         glVertexPointer_p(3, $self->cut_lines_vertices);
 | ||
|         glDrawArrays(GL_LINES, 0, $self->cut_lines_vertices->elements / 3);
 | ||
|     }
 | ||
|     glDisableClientState(GL_VERTEX_ARRAY);
 | ||
| }
 | ||
| 
 | ||
| package Slic3r::GUI::PreviewCanvas::Volume;
 | ||
| use Moo;
 | ||
| 
 | ||
| has 'mesh'          => (is => 'ro', required => 1);
 | ||
| has 'color'         => (is => 'ro', required => 1);
 | ||
| has 'instance_idx'  => (is => 'ro', default => sub { 0 });
 | ||
| has 'origin'        => (is => 'rw', default => sub { Slic3r::Pointf3->new(0,0,0) });
 | ||
| has 'verts'         => (is => 'rw');
 | ||
| has 'norms'         => (is => 'rw');
 | ||
| has 'selected'      => (is => 'rw', default => sub { 0 });
 | ||
| has 'hover'         => (is => 'rw', default => sub { 0 });
 | ||
| 
 | ||
| sub bounding_box {
 | ||
|     my ($self) = @_;
 | ||
|     
 | ||
|     my $bb = $self->mesh->bounding_box;
 | ||
|     $bb->translate(@{$self->origin});
 | ||
|     return $bb;
 | ||
| }
 | ||
| 
 | ||
| 1;
 | 
