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			1200 lines
		
	
	
	
		
			40 KiB
		
	
	
	
		
			Perl
		
	
	
	
	
	
			
		
		
	
	
			1200 lines
		
	
	
	
		
			40 KiB
		
	
	
	
		
			Perl
		
	
	
	
	
	
package Slic3r::GUI::3DScene::Base;
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use strict;
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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);
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use Slic3r::Geometry qw(X Y Z MIN MAX triangle_normal normalize deg2rad tan scale unscale scaled_epsilon);
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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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__PACKAGE__->mk_accessors( qw(_quat _dirty init
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                              enable_cutting
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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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                              _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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                              background
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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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                              _dragged
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                              _camera_target
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                              _zoom
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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 DEFAULT_COLOR  => [1,1,0];
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use constant SELECTED_COLOR => [0,1,0,1];
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use constant HOVER_COLOR    => [0.4,0.9,0,1];
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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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sub new {
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    my ($class, $parent) = @_;
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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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    $self->background(1);
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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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    # 3D point in model space
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    $self->_camera_target(Slic3r::Pointf3->new(0,0,0));
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    $self->reset_objects;
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    EVT_PAINT($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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        # 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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        # 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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    return $self;
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}
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sub mouse_event {
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    my ($self, $e) = @_;
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    my $pos = Slic3r::Pointf->new($e->GetPositionXY);
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    if ($e->Entering && &Wx::wxMSW) {
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        # wxMSW needs focus in order to catch mouse wheel events
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        $self->SetFocus;
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    } elsif ($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 = $self->_hover_volume_idx // -1;
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        # select volume in this 3D canvas
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        if ($self->enable_picking) {
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            $self->deselect_volumes;
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            $self->select_volume($volume_idx);
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            if ($volume_idx != -1) {
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                my $group_id = $self->volumes->[$volume_idx]->select_group_id;
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                my @volumes;
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                if ($group_id != -1) {
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                    $self->select_volume($_)
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                        for grep $self->volumes->[$_]->select_group_id == $group_id,
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                        0..$#{$self->volumes};
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                }
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            }
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            $self->Refresh;
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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 $self->on_select;
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        if ($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 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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        # calculate the translation vector
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        my $vector = $self->_drag_start_pos->vector_to($cur_pos);
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        # get volume being dragged
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        my $volume = $self->volumes->[$self->_drag_volume_idx];
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        # get all volumes belonging to the same group, if any
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        my @volumes;
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        if ($volume->drag_group_id == -1) {
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            @volumes = ($volume);
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        } else {
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            @volumes = grep $_->drag_group_id == $volume->drag_group_id, @{$self->volumes};
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        }
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        # apply new temporary volume origin and ignore Z
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        $_->origin->translate($vector->x, $vector->y, 0) for @volumes; #,,
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        $self->_drag_start_pos($cur_pos);
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        $self->_dragged(1);
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        $self->Refresh;
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    } elsif ($e->Dragging) {
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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->MiddleIsDown || $e->RightIsDown) {
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            # if dragging over blank area with right button, translate
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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->MiddleUp || $e->RightUp) {
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        if ($self->on_move && defined($self->_drag_volume_idx) && $self->_dragged) {
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            # get all volumes belonging to the same group, if any
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            my @volume_idxs;
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            my $group_id = $self->volumes->[$self->_drag_volume_idx]->drag_group_id;
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            if ($group_id == -1) {
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                @volume_idxs = ($self->_drag_volume_idx);
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            } else {
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                @volume_idxs = grep $self->volumes->[$_]->drag_group_id == $group_id,
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                    0..$#{$self->volumes};
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            }
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            $self->on_move->(@volume_idxs);
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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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        $self->_dragged(undef);
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    } elsif ($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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        $e->Skip();
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    }
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}
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sub reset_objects {
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    my ($self) = @_;
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    $self->volumes([]);
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    $self->_dirty(1);
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}
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sub zoom_to_bounding_box {
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    my ($self, $bb) = @_;
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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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    # center view around bounding box center
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    $self->_camera_target($bb->center);
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}
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sub zoom_to_bed {
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    my ($self) = @_;
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    if ($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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sub zoom_to_volume {
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    my ($self, $volume_idx) = @_;
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    my $volume = $self->volumes->[$volume_idx];
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    my $bb = $volume->transformed_bounding_box;
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    $self->zoom_to_bounding_box($bb);
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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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sub volumes_bounding_box {
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    my ($self) = @_;
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    my $bb = Slic3r::Geometry::BoundingBoxf3->new;
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    $bb->merge($_->transformed_bounding_box) for @{$self->volumes};
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    return $bb;
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}
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sub bed_bounding_box {
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    my ($self) = @_;
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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 $bb;
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}
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sub max_bounding_box {
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    my ($self) = @_;
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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 $bb;
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}
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sub set_auto_bed_shape {
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    my ($self, $bed_shape) = @_;
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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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sub set_bed_shape {
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    my ($self, $bed_shape) = @_;
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    $self->bed_shape($bed_shape);
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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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        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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        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,$y]);
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        }
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        # clip with a slightly grown expolygon because our lines lay on the contours and
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        # may get erroneously clipped
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        @lines = @{intersection_pl(\@lines, [ @{$expolygon->offset(+scaled_epsilon)} ])};
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        # append bed contours
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        foreach my $line (map @{$_->lines}, @$expolygon) {
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            push @lines, $line->as_polyline;
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        }
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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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    $self->origin(Slic3r::Pointf->new(0,0));
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}
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sub deselect_volumes {
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    my ($self) = @_;
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    $_->selected(0) for @{$self->volumes};
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}
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sub select_volume {
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    my ($self, $volume_idx) = @_;
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    $self->volumes->[$volume_idx]->selected(1)
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        if $volume_idx != -1;
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}
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sub SetCuttingPlane {
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    my ($self, $z) = @_;
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    $self->cutting_plane_z($z);
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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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            next if !$volume->mesh;
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            my $expolygons = $volume->mesh->slice([ $z - $volume->origin->z ])->[0];
 | 
						||
            $expolygons = offset_ex([ map @$_, @$expolygons ], scale 0.1);
 | 
						||
            
 | 
						||
            foreach my $line (map @{$_->lines}, map @$_, @$expolygons) {
 | 
						||
                push @verts, (
 | 
						||
                    unscale($line->a->x), unscale($line->a->y), $z,  #))
 | 
						||
                    unscale($line->b->x), unscale($line->b->y), $z,  #))
 | 
						||
                );
 | 
						||
            }
 | 
						||
        }
 | 
						||
    }
 | 
						||
    $self->cut_lines_vertices(OpenGL::Array->new_list(GL_FLOAT, @verts));
 | 
						||
}
 | 
						||
 | 
						||
# Given an axis and angle, compute quaternion.
 | 
						||
sub axis_to_quat {
 | 
						||
    my ($ax, $phi) = @_;
 | 
						||
    
 | 
						||
    my $lena = sqrt(reduce { $a + $b } (map { $_ * $_ } @$ax));
 | 
						||
    my @q = map { $_ * (1 / $lena) } @$ax;
 | 
						||
    @q = map { $_ * sin($phi / 2.0) } @q;
 | 
						||
    $q[$#q + 1] = cos($phi / 2.0);
 | 
						||
    return @q;
 | 
						||
}
 | 
						||
 | 
						||
# Project a point on the virtual trackball. 
 | 
						||
# If it is inside the sphere, map it to the sphere, if it outside map it
 | 
						||
# to a hyperbola.
 | 
						||
sub project_to_sphere {
 | 
						||
    my ($r, $x, $y) = @_;
 | 
						||
    
 | 
						||
    my $d = sqrt($x * $x + $y * $y);
 | 
						||
    if ($d < $r * 0.70710678118654752440) {     # Inside sphere
 | 
						||
        return sqrt($r * $r - $d * $d);
 | 
						||
    } else {                                    # On hyperbola
 | 
						||
        my $t = $r / 1.41421356237309504880;
 | 
						||
        return $t * $t / $d;
 | 
						||
    }
 | 
						||
}
 | 
						||
 | 
						||
sub cross {
 | 
						||
    my ($v1, $v2) = @_;
 | 
						||
  
 | 
						||
    return (@$v1[1] * @$v2[2] - @$v1[2] * @$v2[1],
 | 
						||
            @$v1[2] * @$v2[0] - @$v1[0] * @$v2[2],
 | 
						||
            @$v1[0] * @$v2[1] - @$v1[1] * @$v2[0]);
 | 
						||
}
 | 
						||
 | 
						||
# Simulate a track-ball. Project the points onto the virtual trackball, 
 | 
						||
# 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, 0.3, 0.3, 0.3, 1);
 | 
						||
    
 | 
						||
    glEnable(GL_LIGHTING);
 | 
						||
    glEnable(GL_LIGHT0);
 | 
						||
    glEnable(GL_LIGHT1);
 | 
						||
    
 | 
						||
    # light from camera
 | 
						||
    glLightfv_p(GL_LIGHT1, GL_POSITION, 1, 0, 1, 0);
 | 
						||
    glLightfv_p(GL_LIGHT1, GL_SPECULAR, 0.3, 0.3, 0.3, 1);
 | 
						||
    glLightfv_p(GL_LIGHT1, GL_DIFFUSE,  0.2, 0.2, 0.2, 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 });
 | 
						||
    
 | 
						||
    # light from above
 | 
						||
    glLightfv_p(GL_LIGHT0, GL_POSITION, -0.5, -0.5, 1, 0);
 | 
						||
    glLightfv_p(GL_LIGHT0, GL_SPECULAR, 0.2, 0.2, 0.2, 1);
 | 
						||
    glLightfv_p(GL_LIGHT0, GL_DIFFUSE,  0.5, 0.5, 0.5, 1);
 | 
						||
    
 | 
						||
    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);
 | 
						||
                my $group_id = $self->volumes->[$volume_idx]->select_group_id;
 | 
						||
                if ($group_id != -1) {
 | 
						||
                    $_->hover(1) for grep { $_->select_group_id == $group_id } @{$self->volumes};
 | 
						||
                }
 | 
						||
                
 | 
						||
                $self->on_hover->($volume_idx) if $self->on_hover;
 | 
						||
            }
 | 
						||
        }
 | 
						||
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 | 
						||
        glFlush();
 | 
						||
        glFinish();
 | 
						||
        glEnable(GL_LIGHTING);
 | 
						||
    }
 | 
						||
    
 | 
						||
    # draw fixed background
 | 
						||
    if ($self->background) {
 | 
						||
        glDisable(GL_LIGHTING);
 | 
						||
        glPushMatrix();
 | 
						||
        glLoadIdentity();
 | 
						||
        
 | 
						||
        glMatrixMode(GL_PROJECTION);
 | 
						||
        glPushMatrix();
 | 
						||
        glLoadIdentity();
 | 
						||
        
 | 
						||
        glBegin(GL_QUADS);
 | 
						||
        glColor3f(0.0,0.0,0.0);
 | 
						||
        glVertex2f(-1.0,-1.0);
 | 
						||
        glVertex2f(1,-1.0);
 | 
						||
        glColor3f(10/255,98/255,144/255);
 | 
						||
        glVertex2f(1, 1);
 | 
						||
        glVertex2f(-1.0, 1);
 | 
						||
        glEnd();
 | 
						||
        glPopMatrix();
 | 
						||
        
 | 
						||
        glMatrixMode(GL_MODELVIEW);
 | 
						||
        glPopMatrix();
 | 
						||
        glEnable(GL_LIGHTING);
 | 
						||
    }
 | 
						||
    
 | 
						||
    # draw ground and axes
 | 
						||
    glDisable(GL_LIGHTING);
 | 
						||
    
 | 
						||
    # draw ground
 | 
						||
    my $ground_z = GROUND_Z;
 | 
						||
    if ($self->bed_triangles) {
 | 
						||
        glDisable(GL_DEPTH_TEST);
 | 
						||
        
 | 
						||
        glEnable(GL_BLEND);
 | 
						||
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | 
						||
        
 | 
						||
        glEnableClientState(GL_VERTEX_ARRAY);
 | 
						||
        glColor4f(0.8, 0.6, 0.5, 0.4);
 | 
						||
        glNormal3d(0,0,1);
 | 
						||
        glVertexPointer_p(3, $self->bed_triangles);
 | 
						||
        glDrawArrays(GL_TRIANGLES, 0, $self->bed_triangles->elements / 3);
 | 
						||
        glDisableClientState(GL_VERTEX_ARRAY);
 | 
						||
        
 | 
						||
        # we need depth test for grid, otherwise it would disappear when looking
 | 
						||
        # the object from below
 | 
						||
        glEnable(GL_DEPTH_TEST);
 | 
						||
    
 | 
						||
        # draw grid
 | 
						||
        glLineWidth(3);
 | 
						||
        glColor4f(0.2, 0.2, 0.2, 0.4);
 | 
						||
        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);
 | 
						||
        
 | 
						||
        glDisable(GL_BLEND);
 | 
						||
    }
 | 
						||
    
 | 
						||
    my $volumes_bb = $self->volumes_bounding_box;
 | 
						||
    
 | 
						||
    {
 | 
						||
        # draw axes
 | 
						||
        # disable depth testing so that axes are not covered by ground
 | 
						||
        glDisable(GL_DEPTH_TEST);
 | 
						||
        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, $ground_z);  #++
 | 
						||
        glEnd();
 | 
						||
        # draw line for Z axis
 | 
						||
        # (re-enable depth test so that axis is correctly shown when objects are behind it)
 | 
						||
        glEnable(GL_DEPTH_TEST);
 | 
						||
        glBegin(GL_LINES);
 | 
						||
        glColor3f(0, 0, 1);
 | 
						||
        glVertex3f(@$origin, $ground_z);
 | 
						||
        glVertex3f(@$origin, $ground_z+$axis_len);
 | 
						||
        glEnd();
 | 
						||
    }
 | 
						||
    
 | 
						||
    glEnable(GL_LIGHTING);
 | 
						||
    
 | 
						||
    # draw objects
 | 
						||
    $self->draw_volumes;
 | 
						||
    
 | 
						||
    # draw cutting plane
 | 
						||
    if (defined $self->cutting_plane_z) {
 | 
						||
        my $plane_z = $self->cutting_plane_z;
 | 
						||
        my $bb = $volumes_bb;
 | 
						||
        glDisable(GL_CULL_FACE);
 | 
						||
        glDisable(GL_LIGHTING);
 | 
						||
        glEnable(GL_BLEND);
 | 
						||
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | 
						||
        glBegin(GL_QUADS);
 | 
						||
        glColor4f(0.8, 0.8, 0.8, 0.5);
 | 
						||
        glVertex3f($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);
 | 
						||
    }
 | 
						||
    
 | 
						||
    glFlush();
 | 
						||
 
 | 
						||
    $self->SwapBuffers();
 | 
						||
}
 | 
						||
 | 
						||
sub draw_volumes {
 | 
						||
    my ($self, $fakecolor) = @_;
 | 
						||
    
 | 
						||
    glEnable(GL_BLEND);
 | 
						||
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | 
						||
    
 | 
						||
    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});
 | 
						||
        
 | 
						||
        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 });
 | 
						||
        }
 | 
						||
        
 | 
						||
        glCullFace(GL_BACK);
 | 
						||
        if ($volume->verts) {
 | 
						||
            glVertexPointer_p(3, $volume->verts);
 | 
						||
            glNormalPointer_p($volume->norms);
 | 
						||
            glDrawArrays(GL_TRIANGLES, 0, $volume->verts->elements / 3);
 | 
						||
        }
 | 
						||
        
 | 
						||
        if ($volume->quad_verts) {
 | 
						||
            glVertexPointer_p(3, $volume->quad_verts);
 | 
						||
            glNormalPointer_p($volume->quad_norms);
 | 
						||
            glDrawArrays(GL_QUADS, 0, $volume->quad_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, $self->cut_lines_vertices->elements / 3);
 | 
						||
    }
 | 
						||
    glDisableClientState(GL_VERTEX_ARRAY);
 | 
						||
}
 | 
						||
 | 
						||
package Slic3r::GUI::3DScene::Volume;
 | 
						||
use Moo;
 | 
						||
 | 
						||
has 'bounding_box'      => (is => 'ro', required => 1);
 | 
						||
has 'origin'            => (is => 'rw', default => sub { Slic3r::Pointf3->new(0,0,0) });
 | 
						||
has 'color'             => (is => 'ro', required => 1);
 | 
						||
has 'select_group_id'   => (is => 'rw', default => sub { -1 });
 | 
						||
has 'drag_group_id'     => (is => 'rw', default => sub { -1 });
 | 
						||
has 'selected'          => (is => 'rw', default => sub { 0 });
 | 
						||
has 'hover'             => (is => 'rw', default => sub { 0 });
 | 
						||
 | 
						||
# geometric data
 | 
						||
has 'verts'             => (is => 'rw');
 | 
						||
has 'norms'             => (is => 'rw');
 | 
						||
has 'quad_verts'        => (is => 'rw');
 | 
						||
has 'quad_norms'        => (is => 'rw');
 | 
						||
has 'mesh'              => (is => 'rw');  # only required for cut contours
 | 
						||
 | 
						||
sub transformed_bounding_box {
 | 
						||
    my ($self) = @_;
 | 
						||
    
 | 
						||
    my $bb = $self->bounding_box;
 | 
						||
    $bb->translate(@{$self->origin});
 | 
						||
    return $bb;
 | 
						||
}
 | 
						||
 | 
						||
package Slic3r::GUI::3DScene;
 | 
						||
use base qw(Slic3r::GUI::3DScene::Base);
 | 
						||
 | 
						||
use OpenGL qw(:glconstants :gluconstants :glufunctions);
 | 
						||
use List::Util qw(first);
 | 
						||
use Slic3r::Geometry qw(scale unscale);
 | 
						||
 | 
						||
use constant COLORS => [ [1,1,0,1], [1,0.5,0.5,1], [0.5,1,0.5,1], [0.5,0.5,1,1] ];
 | 
						||
 | 
						||
__PACKAGE__->mk_accessors(qw(
 | 
						||
    color_by
 | 
						||
    select_by
 | 
						||
    drag_by
 | 
						||
    volumes_by_object
 | 
						||
    _objects_by_volumes
 | 
						||
));
 | 
						||
 | 
						||
sub new {
 | 
						||
    my $class = shift;
 | 
						||
    
 | 
						||
    my $self = $class->SUPER::new(@_);
 | 
						||
    $self->color_by('volume');      # object | volume
 | 
						||
    $self->select_by('object');     # object | volume | instance
 | 
						||
    $self->drag_by('instance');     # object | instance
 | 
						||
    $self->volumes_by_object({});   # obj_idx => [ volume_idx, volume_idx ... ]
 | 
						||
    $self->_objects_by_volumes({}); # volume_idx => [ obj_idx, instance_idx ]
 | 
						||
    
 | 
						||
    return $self;
 | 
						||
}
 | 
						||
 | 
						||
sub load_object {
 | 
						||
    my ($self, $model, $obj_idx, $instance_idxs) = @_;
 | 
						||
    
 | 
						||
    my $model_object;
 | 
						||
    if ($model->isa('Slic3r::Model::Object')) {
 | 
						||
        $model_object = $model;
 | 
						||
        $model = $model_object->model;
 | 
						||
        $obj_idx = 0;
 | 
						||
    } else {
 | 
						||
        $model_object = $model->get_object($obj_idx);
 | 
						||
    }
 | 
						||
    
 | 
						||
    $instance_idxs ||= [0..$#{$model_object->instances}];
 | 
						||
    
 | 
						||
    my @volumes_idx = ();
 | 
						||
    foreach my $volume_idx (0..$#{$model_object->volumes}) {
 | 
						||
        my $volume = $model_object->volumes->[$volume_idx];
 | 
						||
        foreach my $instance_idx (@$instance_idxs) {
 | 
						||
            my $instance = $model_object->instances->[$instance_idx];
 | 
						||
            my $mesh = $volume->mesh->clone;
 | 
						||
            $instance->transform_mesh($mesh);
 | 
						||
            
 | 
						||
            my $color_idx;
 | 
						||
            if ($self->color_by eq 'volume') {
 | 
						||
                $color_idx = $volume_idx;
 | 
						||
            } elsif ($self->color_by eq 'object') {
 | 
						||
                $color_idx = $obj_idx;
 | 
						||
            }
 | 
						||
        
 | 
						||
            my $color = [ @{COLORS->[ $color_idx % scalar(@{&COLORS}) ]} ];
 | 
						||
            $color->[3] = $volume->modifier ? 0.5 : 1;
 | 
						||
            push @{$self->volumes}, my $v = Slic3r::GUI::3DScene::Volume->new(
 | 
						||
                bounding_box    => $mesh->bounding_box,
 | 
						||
                color           => $color,
 | 
						||
            );
 | 
						||
            $v->mesh($mesh) if $self->enable_cutting;
 | 
						||
            if ($self->select_by eq 'object') {
 | 
						||
                $v->select_group_id($obj_idx*1000000);
 | 
						||
            } elsif ($self->select_by eq 'volume') {
 | 
						||
                $v->select_group_id($obj_idx*1000000 + $volume_idx*1000);
 | 
						||
            } elsif ($self->select_by eq 'instance') {
 | 
						||
                $v->select_group_id($obj_idx*1000000 + $volume_idx*1000 + $instance_idx);
 | 
						||
            }
 | 
						||
            if ($self->drag_by eq 'object') {
 | 
						||
                $v->drag_group_id($obj_idx*1000);
 | 
						||
            } elsif ($self->drag_by eq 'instance') {
 | 
						||
                $v->drag_group_id($obj_idx*1000 + $instance_idx);
 | 
						||
            }
 | 
						||
            push @volumes_idx, my $scene_volume_idx = $#{$self->volumes};
 | 
						||
            $self->_objects_by_volumes->{$scene_volume_idx} = [ $obj_idx, $volume_idx, $instance_idx ];
 | 
						||
        
 | 
						||
            {
 | 
						||
                my $vertices = $mesh->vertices;
 | 
						||
                my @verts = map @{ $vertices->[$_] }, map @$_, @{$mesh->facets};
 | 
						||
                $v->verts(OpenGL::Array->new_list(GL_FLOAT, @verts));
 | 
						||
            }
 | 
						||
        
 | 
						||
            {
 | 
						||
                my @norms = map { @$_, @$_, @$_ } @{$mesh->normals};
 | 
						||
                $v->norms(OpenGL::Array->new_list(GL_FLOAT, @norms));
 | 
						||
            }
 | 
						||
        }
 | 
						||
    }
 | 
						||
    
 | 
						||
    $self->volumes_by_object->{$obj_idx} = [@volumes_idx];
 | 
						||
    return @volumes_idx;
 | 
						||
}
 | 
						||
 | 
						||
sub load_print_object_slices {
 | 
						||
    my ($self, $object) = @_;
 | 
						||
    
 | 
						||
    my @verts = ();
 | 
						||
    my @norms = ();
 | 
						||
    my @quad_verts = ();
 | 
						||
    my @quad_norms = ();
 | 
						||
    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 }) {
 | 
						||
            {
 | 
						||
                my @expolygons = map $_->clone, @{$layer->slices};
 | 
						||
                $_->translate(@$copy) for @expolygons;
 | 
						||
                $self->_expolygons_to_verts(\@expolygons, $layer->print_z, \@verts, \@norms);
 | 
						||
            }
 | 
						||
            foreach my $slice (@{$layer->slices}) {
 | 
						||
                foreach my $polygon (@$slice) {
 | 
						||
                    foreach my $line (@{$polygon->lines}) {
 | 
						||
                        $line->translate(@$copy);
 | 
						||
                        
 | 
						||
                        push @quad_norms, (0,0,-1), (0,0,-1);
 | 
						||
                        push @quad_verts, (map unscale($_), @{$line->a}), $bottom_z;
 | 
						||
                        push @quad_verts, (map unscale($_), @{$line->b}), $bottom_z;
 | 
						||
                        push @quad_norms, (0,0,1), (0,0,1);
 | 
						||
                        push @quad_verts, (map unscale($_), @{$line->b}), $top_z;
 | 
						||
                        push @quad_verts, (map unscale($_), @{$line->a}), $top_z;
 | 
						||
                        
 | 
						||
                        # We'll use this for the middle normal when using 4 quads:
 | 
						||
                        #my $xy_normal = $line->normal;
 | 
						||
                        #$_xynormal->scale(1/$line->length);
 | 
						||
                    }
 | 
						||
                }
 | 
						||
            }
 | 
						||
        }
 | 
						||
    }
 | 
						||
    
 | 
						||
    my $obb = $object->bounding_box;
 | 
						||
    my $bb = Slic3r::Geometry::BoundingBoxf3->new;
 | 
						||
    $bb->merge_point(Slic3r::Pointf3->new_unscale(@{$obb->min_point}, 0));
 | 
						||
    $bb->merge_point(Slic3r::Pointf3->new_unscale(@{$obb->max_point}, $object->size->z));
 | 
						||
    
 | 
						||
    push @{$self->volumes}, my $v = Slic3r::GUI::3DScene::Volume->new(
 | 
						||
        bounding_box    => $bb,
 | 
						||
        color           => COLORS->[0],
 | 
						||
        verts           => OpenGL::Array->new_list(GL_FLOAT, @verts),
 | 
						||
        norms           => OpenGL::Array->new_list(GL_FLOAT, @norms),
 | 
						||
        quad_verts      => OpenGL::Array->new_list(GL_FLOAT, @quad_verts),
 | 
						||
        quad_norms      => OpenGL::Array->new_list(GL_FLOAT, @quad_norms),
 | 
						||
    );
 | 
						||
}
 | 
						||
 | 
						||
sub load_print_object_toolpaths {
 | 
						||
    my ($self, $object) = @_;
 | 
						||
    
 | 
						||
    my @quad_verts = ();
 | 
						||
    my @quad_norms = ();
 | 
						||
    foreach my $layer (@{$object->layers}) {
 | 
						||
        my $top_z = $layer->print_z;
 | 
						||
        my $bottom_z = $layer->print_z - $layer->height;
 | 
						||
    
 | 
						||
        foreach my $copy (@{ $object->_shifted_copies }) {
 | 
						||
            foreach my $layerm (@{$layer->regions}) {
 | 
						||
                foreach my $entity (map @$_, @{$layerm->perimeters}) {
 | 
						||
                    if ($entity->isa('Slic3r::ExtrusionPath')) {
 | 
						||
                        $self->_extrusionpath_to_verts($entity, $top_z, $copy, \@quad_verts, \@quad_norms);
 | 
						||
                    } else {
 | 
						||
                        $self->_extrusionpath_to_verts($_, $top_z, $copy, \@quad_verts, \@quad_norms) for @$entity;
 | 
						||
                    }
 | 
						||
                }
 | 
						||
            }
 | 
						||
        }
 | 
						||
    }
 | 
						||
    
 | 
						||
    my $obb = $object->bounding_box;
 | 
						||
    my $bb = Slic3r::Geometry::BoundingBoxf3->new;
 | 
						||
    $bb->merge_point(Slic3r::Pointf3->new_unscale(@{$obb->min_point}, 0));
 | 
						||
    $bb->merge_point(Slic3r::Pointf3->new_unscale(@{$obb->max_point}, $object->size->z));
 | 
						||
    
 | 
						||
    push @{$self->volumes}, my $v = Slic3r::GUI::3DScene::Volume->new(
 | 
						||
        bounding_box    => $bb,
 | 
						||
        color           => COLORS->[0],
 | 
						||
        quad_verts      => OpenGL::Array->new_list(GL_FLOAT, @quad_verts),
 | 
						||
        quad_norms      => OpenGL::Array->new_list(GL_FLOAT, @quad_norms),
 | 
						||
    );
 | 
						||
}
 | 
						||
 | 
						||
sub _expolygons_to_verts {
 | 
						||
    my ($self, $expolygons, $z, $verts, $norms) = @_;
 | 
						||
    
 | 
						||
    my $tess = gluNewTess();
 | 
						||
    gluTessCallback($tess, GLU_TESS_BEGIN,     'DEFAULT');
 | 
						||
    gluTessCallback($tess, GLU_TESS_END,       'DEFAULT');
 | 
						||
    gluTessCallback($tess, GLU_TESS_VERTEX, sub {
 | 
						||
        my ($x, $y, $z) = @_;
 | 
						||
        push @$verts, $x, $y, $z;
 | 
						||
        push @$norms, (0,0,1), (0,0,1), (0,0,1);
 | 
						||
    });
 | 
						||
    gluTessCallback($tess, GLU_TESS_COMBINE,   'DEFAULT');
 | 
						||
    gluTessCallback($tess, GLU_TESS_ERROR,     'DEFAULT');
 | 
						||
    gluTessCallback($tess, GLU_TESS_EDGE_FLAG, 'DEFAULT');
 | 
						||
    
 | 
						||
    foreach my $expolygon (@$expolygons) {
 | 
						||
        gluTessBeginPolygon($tess);
 | 
						||
        foreach my $polygon (@$expolygon) {
 | 
						||
            gluTessBeginContour($tess);
 | 
						||
            gluTessVertex_p($tess, (map unscale($_), @$_), $z) for @$polygon;
 | 
						||
            gluTessEndContour($tess);
 | 
						||
        }
 | 
						||
        gluTessEndPolygon($tess);
 | 
						||
    }
 | 
						||
    
 | 
						||
    gluDeleteTess($tess);
 | 
						||
}
 | 
						||
 | 
						||
sub _extrusionpath_to_verts {
 | 
						||
    my ($self, $path, $top_z, $copy, $verts, $norms) = @_;
 | 
						||
    
 | 
						||
    my $bottom_z = $top_z - $path->height;
 | 
						||
    my $middle_z = ($top_z + $bottom_z) / 2;
 | 
						||
    my $dist = scale $path->width/2;
 | 
						||
    
 | 
						||
    foreach my $line (@{$path->polyline->lines}) {
 | 
						||
        my $len = $line->length;
 | 
						||
        next if $len == 0;
 | 
						||
        $line->translate(@$copy);
 | 
						||
        
 | 
						||
        my $v = Slic3r::Pointf3->new_unscale(@{$line->vector});
 | 
						||
        $v->scale(1/unscale $len);
 | 
						||
        
 | 
						||
        my $a = $line->a;
 | 
						||
        my $b = $line->b;
 | 
						||
        my $a1 = $a->clone;
 | 
						||
        my $a2 = $a->clone;
 | 
						||
        $a1->translate(+$dist*$v->y, -$dist*$v->x);  #,,
 | 
						||
        $a2->translate(-$dist*$v->y, +$dist*$v->x);  #,,
 | 
						||
        my $b1 = $b->clone;
 | 
						||
        my $b2 = $b->clone;
 | 
						||
        $b1->translate(+$dist*$v->y, -$dist*$v->x);  #,,
 | 
						||
        $b2->translate(-$dist*$v->y, +$dist*$v->x);  #,,
 | 
						||
        
 | 
						||
        # calculate normal going to the right
 | 
						||
        my $xy_normal = Slic3r::Pointf3->new_unscale(@{$line->normal}, 0);
 | 
						||
        $xy_normal->scale(1/unscale $len);
 | 
						||
        
 | 
						||
        # bottom-right face
 | 
						||
        {
 | 
						||
            # normal going downwards
 | 
						||
            push @$norms, (0,0,-1), (0,0,-1);
 | 
						||
            push @$verts, (map unscale($_), @$a), $bottom_z;
 | 
						||
            push @$verts, (map unscale($_), @$b), $bottom_z;
 | 
						||
            
 | 
						||
            push @$norms, @$xy_normal, @$xy_normal;
 | 
						||
            push @$verts, (map unscale($_), @$b1), $middle_z;
 | 
						||
            push @$verts, (map unscale($_), @$a1), $middle_z;
 | 
						||
        }
 | 
						||
        
 | 
						||
        # top-right face
 | 
						||
        {
 | 
						||
            push @$norms, @$xy_normal, @$xy_normal;
 | 
						||
            push @$verts, (map unscale($_), @$a1), $middle_z;
 | 
						||
            push @$verts, (map unscale($_), @$b1), $middle_z;
 | 
						||
            
 | 
						||
            # normal going upwards
 | 
						||
            push @$norms, (0,0,1), (0,0,1);
 | 
						||
            push @$verts, (map unscale($_), @$b), $top_z;
 | 
						||
            push @$verts, (map unscale($_), @$a), $top_z;
 | 
						||
        }
 | 
						||
         
 | 
						||
        # top-left face
 | 
						||
        {
 | 
						||
            push @$norms, (0,0,1), (0,0,1);
 | 
						||
            push @$verts, (map unscale($_), @$a), $top_z;
 | 
						||
            push @$verts, (map unscale($_), @$b), $top_z;
 | 
						||
        
 | 
						||
            # calculate normal going to the left
 | 
						||
            $xy_normal->scale(-1);
 | 
						||
            push @$norms, @$xy_normal, @$xy_normal;
 | 
						||
            push @$verts, (map unscale($_), @$b2), $middle_z;
 | 
						||
            push @$verts, (map unscale($_), @$a2), $middle_z;
 | 
						||
        }
 | 
						||
        
 | 
						||
        # bottom-left face
 | 
						||
        {
 | 
						||
            push @$norms, @$xy_normal, @$xy_normal;
 | 
						||
            push @$verts, (map unscale($_), @$a2), $middle_z;
 | 
						||
            push @$verts, (map unscale($_), @$b2), $middle_z;
 | 
						||
            
 | 
						||
            # normal going downwards
 | 
						||
            push @$norms, (0,0,-1), (0,0,-1);
 | 
						||
            push @$verts, (map unscale($_), @$b), $bottom_z;
 | 
						||
            push @$verts, (map unscale($_), @$a), $bottom_z;
 | 
						||
        }
 | 
						||
    }
 | 
						||
}
 | 
						||
 | 
						||
sub object_idx {
 | 
						||
    my ($self, $volume_idx) = @_;
 | 
						||
    return $self->_objects_by_volumes->{$volume_idx}[0];
 | 
						||
}
 | 
						||
 | 
						||
sub volume_idx {
 | 
						||
    my ($self, $volume_idx) = @_;
 | 
						||
    return $self->_objects_by_volumes->{$volume_idx}[1];
 | 
						||
}
 | 
						||
 | 
						||
sub instance_idx {
 | 
						||
    my ($self, $volume_idx) = @_;
 | 
						||
    return $self->_objects_by_volumes->{$volume_idx}[2];
 | 
						||
}
 | 
						||
 | 
						||
1;
 |