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	 e15b5f4587
			
		
	
	
		e15b5f4587
		
	
	
	
	
		
			
			Crashes while switching in preview through layers with arrow keys Also added a check box to visualize a single layer only in the 3D path view. The check box may be toggled with a 'S' key. Added shift+U / shift+D buttons in the 3D path view to show a single layer only.
		
			
				
	
	
		
			904 lines
		
	
	
	
		
			30 KiB
		
	
	
	
		
			Perl
		
	
	
	
	
	
			
		
		
	
	
			904 lines
		
	
	
	
		
			30 KiB
		
	
	
	
		
			Perl
		
	
	
	
	
	
| # 2D preview of the tool paths of a single layer, using a thin line.
 | ||
| # OpenGL is used to render the paths.
 | ||
| # Vojtech also added a 2D simulation of under/over extrusion in a single layer.
 | ||
| 
 | ||
| package Slic3r::GUI::Plater::2DToolpaths;
 | ||
| use strict;
 | ||
| use warnings;
 | ||
| use utf8;
 | ||
| 
 | ||
| use Slic3r::Print::State ':steps';
 | ||
| use Wx qw(:misc :sizer :slider :statictext :keycode wxWHITE wxWANTS_CHARS);
 | ||
| use Wx::Event qw(EVT_SLIDER EVT_KEY_DOWN);
 | ||
| use base qw(Wx::Panel Class::Accessor);
 | ||
| 
 | ||
| __PACKAGE__->mk_accessors(qw(print enabled));
 | ||
| 
 | ||
| sub new {
 | ||
|     my $class = shift;
 | ||
|     my ($parent, $print) = @_;
 | ||
|     
 | ||
|     my $self = $class->SUPER::new($parent, -1, wxDefaultPosition, wxDefaultSize, wxWANTS_CHARS);
 | ||
|     $self->SetBackgroundColour(wxWHITE);
 | ||
|     
 | ||
|     # init GUI elements
 | ||
|     my $canvas = $self->{canvas} = Slic3r::GUI::Plater::2DToolpaths::Canvas->new($self, $print);
 | ||
|     my $slider = $self->{slider} = Wx::Slider->new(
 | ||
|         $self, -1,
 | ||
|         0,                              # default
 | ||
|         0,                              # min
 | ||
|         # we set max to a bogus non-zero value because the MSW implementation of wxSlider
 | ||
|         # will skip drawing the slider if max <= min:
 | ||
|         1,                              # max
 | ||
|         wxDefaultPosition,
 | ||
|         wxDefaultSize,
 | ||
|         wxVERTICAL | wxSL_INVERSE,
 | ||
|     );
 | ||
|     my $z_label = $self->{z_label} = Wx::StaticText->new($self, -1, "", wxDefaultPosition,
 | ||
|         [40,-1], wxALIGN_CENTRE_HORIZONTAL);
 | ||
|     $z_label->SetFont($Slic3r::GUI::small_font);
 | ||
|     
 | ||
|     my $vsizer = Wx::BoxSizer->new(wxVERTICAL);
 | ||
|     $vsizer->Add($slider, 1, wxALL | wxEXPAND | wxALIGN_CENTER, 3);
 | ||
|     $vsizer->Add($z_label, 0, wxALL | wxEXPAND | wxALIGN_CENTER, 3);
 | ||
|     
 | ||
|     my $sizer = Wx::BoxSizer->new(wxHORIZONTAL);
 | ||
|     $sizer->Add($canvas, 1, wxALL | wxEXPAND, 0);
 | ||
|     $sizer->Add($vsizer, 0, wxTOP | wxBOTTOM | wxEXPAND, 5);
 | ||
|     
 | ||
|     EVT_SLIDER($self, $slider, sub {
 | ||
|         $self->set_z($self->{layers_z}[$slider->GetValue])
 | ||
|             if $self->enabled;
 | ||
|     });
 | ||
|     EVT_KEY_DOWN($canvas, sub {
 | ||
|         my ($s, $event) = @_;
 | ||
|         my $key = $event->GetKeyCode;
 | ||
|         if ($key == ord('D') || $key == WXK_LEFT) {
 | ||
|             # Keys: 'D' or WXK_LEFT
 | ||
|             $slider->SetValue($slider->GetValue - 1);
 | ||
|             $self->set_z($self->{layers_z}[$slider->GetValue]);
 | ||
|         } elsif ($key == ord('U') || $key == WXK_RIGHT) {
 | ||
|             # Keys: 'U' or WXK_RIGHT
 | ||
|             $slider->SetValue($slider->GetValue + 1);
 | ||
|             $self->set_z($self->{layers_z}[$slider->GetValue]);
 | ||
|         } elsif ($key >= ord('1') && $key <= ord('3')) {
 | ||
|             # Keys: '1' to '3'
 | ||
|             $canvas->set_simulation_mode($key - ord('1'));
 | ||
|         }
 | ||
|     });
 | ||
| 
 | ||
|     $self->SetSizer($sizer);
 | ||
|     $self->SetMinSize($self->GetSize);
 | ||
|     $sizer->SetSizeHints($self);
 | ||
|     
 | ||
|     # init print
 | ||
|     $self->{print} = $print;
 | ||
|     $self->reload_print;
 | ||
|     
 | ||
|     return $self;
 | ||
| }
 | ||
| 
 | ||
| sub reload_print {
 | ||
|     my ($self) = @_;
 | ||
|     
 | ||
|     # we require that there's at least one object and the posSlice step
 | ||
|     # is performed on all of them (this ensures that _shifted_copies was
 | ||
|     # populated and we know the number of layers)
 | ||
|     if (!$self->print->object_step_done(STEP_SLICE)) {
 | ||
|         $self->enabled(0);
 | ||
|         $self->{slider}->Hide;
 | ||
|         $self->{canvas}->Refresh;  # clears canvas
 | ||
|         return;
 | ||
|     }
 | ||
|     
 | ||
|     $self->{canvas}->bb($self->print->total_bounding_box);
 | ||
|     $self->{canvas}->_dirty(1);
 | ||
|     
 | ||
|     my %z = ();  # z => 1
 | ||
|     foreach my $object (@{$self->{print}->objects}) {
 | ||
|         foreach my $layer (@{$object->layers}, @{$object->support_layers}) {
 | ||
|             $z{$layer->print_z} = 1;
 | ||
|         }
 | ||
|     }
 | ||
|     $self->enabled(1);
 | ||
|     $self->{layers_z} = [ sort { $a <=> $b } keys %z ];
 | ||
|     $self->{slider}->SetRange(0, scalar(@{$self->{layers_z}})-1);
 | ||
|     if ((my $z_idx = $self->{slider}->GetValue) <= $#{$self->{layers_z}}) {
 | ||
|         $self->set_z($self->{layers_z}[$z_idx]);
 | ||
|     } else {
 | ||
|         $self->{slider}->SetValue(0);
 | ||
|         $self->set_z($self->{layers_z}[0]) if @{$self->{layers_z}};
 | ||
|     }
 | ||
|     $self->{slider}->Show;
 | ||
|     $self->Layout;
 | ||
| }
 | ||
| 
 | ||
| sub set_z {
 | ||
|     my ($self, $z) = @_;
 | ||
|     
 | ||
|     return if !$self->enabled;
 | ||
|     $self->{z_label}->SetLabel(sprintf '%.2f', $z);
 | ||
|     $self->{canvas}->set_z($z);
 | ||
| }
 | ||
| 
 | ||
| 
 | ||
| package Slic3r::GUI::Plater::2DToolpaths::Canvas;
 | ||
| 
 | ||
| use Wx::Event qw(EVT_PAINT EVT_SIZE EVT_IDLE EVT_MOUSEWHEEL EVT_MOUSE_EVENTS);
 | ||
| use OpenGL qw(:glconstants :glfunctions :glufunctions :gluconstants);
 | ||
| use base qw(Wx::GLCanvas Class::Accessor);
 | ||
| use Wx::GLCanvas qw(:all);
 | ||
| use List::Util qw(min max first);
 | ||
| use Slic3r::Geometry qw(scale unscale epsilon X Y);
 | ||
| use Slic3r::Print::State ':steps';
 | ||
| 
 | ||
| __PACKAGE__->mk_accessors(qw(
 | ||
|     print z layers color init
 | ||
|     bb
 | ||
|     _camera_bb
 | ||
|     _dirty
 | ||
|     _zoom
 | ||
|     _camera_target
 | ||
|     _drag_start_xy
 | ||
|     _texture_name
 | ||
|     _texture_size
 | ||
|     _extrusion_simulator
 | ||
|     _simulation_mode
 | ||
| ));
 | ||
| 
 | ||
| # make OpenGL::Array thread-safe
 | ||
| {
 | ||
|     no warnings 'redefine';
 | ||
|     *OpenGL::Array::CLONE_SKIP = sub { 1 };
 | ||
| }
 | ||
| 
 | ||
| sub new {
 | ||
|     my ($class, $parent, $print) = @_;
 | ||
|     
 | ||
|     my $self = (Wx::wxVERSION >= 3.000003) ?
 | ||
|         # The wxWidgets 3.0.3-beta have a bug, they crash with NULL attribute list.
 | ||
|         $class->SUPER::new($parent, -1, Wx::wxDefaultPosition, Wx::wxDefaultSize, 0, "",
 | ||
|             [WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_DEPTH_SIZE, 24, 0]) :
 | ||
|         $class->SUPER::new($parent);
 | ||
|     # Immediatelly force creation of the OpenGL context to consume the static variable s_wglContextAttribs.
 | ||
|     $self->GetContext();
 | ||
|     $self->print($print);
 | ||
|     $self->_zoom(1);
 | ||
| 
 | ||
|     # 2D point in model space
 | ||
|     $self->_camera_target(Slic3r::Pointf->new(0,0));
 | ||
| 
 | ||
|     # Texture for the extrusion simulator. The texture will be allocated / reallocated on Resize.
 | ||
|     $self->_texture_name(0);
 | ||
|     $self->_texture_size(Slic3r::Point->new(0,0));
 | ||
|     $self->_extrusion_simulator(Slic3r::ExtrusionSimulator->new());
 | ||
|     $self->_simulation_mode(0);
 | ||
| 
 | ||
|     EVT_PAINT($self, sub {
 | ||
|         my $dc = Wx::PaintDC->new($self);
 | ||
|         $self->Render($dc);
 | ||
|     });
 | ||
|     EVT_SIZE($self, sub { $self->_dirty(1) });
 | ||
|     EVT_IDLE($self, sub {
 | ||
|         return unless $self->_dirty;
 | ||
|         return if !$self->IsShownOnScreen;
 | ||
|         $self->Resize;
 | ||
|         $self->Refresh;
 | ||
|     });
 | ||
|     EVT_MOUSEWHEEL($self, sub {
 | ||
|         my ($self, $e) = @_;
 | ||
|         
 | ||
|         return if !$self->GetParent->enabled;
 | ||
|         
 | ||
|         my $old_zoom = $self->_zoom;
 | ||
|         
 | ||
|         # Calculate the zoom delta and apply it to the current zoom factor
 | ||
|         my $zoom = $e->GetWheelRotation() / $e->GetWheelDelta();
 | ||
|         $zoom = max(min($zoom, 4), -4);
 | ||
|         $zoom /= 10;
 | ||
|         $self->_zoom($self->_zoom / (1-$zoom));
 | ||
|         $self->_zoom(1) if $self->_zoom > 1;  # prevent from zooming out too much
 | ||
|         
 | ||
|         {
 | ||
|             # In order to zoom around the mouse point we need to translate
 | ||
|             # the camera target. This math is almost there but not perfect yet...
 | ||
|             my $camera_bb_size = $self->_camera_bb->size;
 | ||
|             my $size = Slic3r::Pointf->new($self->GetSizeWH);
 | ||
|             my $pos = Slic3r::Pointf->new($e->GetPositionXY);
 | ||
|             
 | ||
|             # calculate the zooming center in pixel coordinates relative to the viewport center
 | ||
|             my $vec = Slic3r::Pointf->new($pos->x - $size->x/2, $pos->y - $size->y/2);  #-
 | ||
|             
 | ||
|             # calculate where this point will end up after applying the new zoom
 | ||
|             my $vec2 = $vec->clone;
 | ||
|             $vec2->scale($old_zoom / $self->_zoom);
 | ||
|             
 | ||
|             # move the camera target by the difference of the two positions
 | ||
|             $self->_camera_target->translate(
 | ||
|                 -($vec->x - $vec2->x) * $camera_bb_size->x / $size->x,
 | ||
|                  ($vec->y - $vec2->y) * $camera_bb_size->y / $size->y,  #//
 | ||
|             );
 | ||
|         }
 | ||
|         
 | ||
|         $self->_dirty(1);
 | ||
|         $self->Refresh;
 | ||
|     });
 | ||
|     EVT_MOUSE_EVENTS($self, \&mouse_event);
 | ||
|     
 | ||
|     return $self;
 | ||
| }
 | ||
| 
 | ||
| sub Destroy {
 | ||
|     my ($self) = @_;
 | ||
|     
 | ||
|     # Deallocate the OpenGL resources.
 | ||
|     my $context = $self->GetContext;
 | ||
|     if ($context and $self->texture_id) {
 | ||
|         $self->SetCurrent($context);
 | ||
|         glDeleteTextures(1, ($self->texture_id));
 | ||
|         $self->SetCurrent(0);
 | ||
|         $self->texture_id(0);
 | ||
|         $self->texture_size(new Slic3r::Point(0, 0));
 | ||
|     }
 | ||
|     return $self->SUPER::Destroy;
 | ||
| }
 | ||
| 
 | ||
| sub mouse_event {
 | ||
|     my ($self, $e) = @_;
 | ||
|     
 | ||
|     return if !$self->GetParent->enabled;
 | ||
|     
 | ||
|     my $pos = Slic3r::Pointf->new($e->GetPositionXY);
 | ||
|     if ($e->Entering && &Wx::wxMSW) {
 | ||
|         # wxMSW needs focus in order to catch mouse wheel events
 | ||
|         $self->SetFocus;
 | ||
|     } elsif ($e->Dragging) {
 | ||
|         if ($e->LeftIsDown || $e->MiddleIsDown || $e->RightIsDown) {
 | ||
|             # if dragging, translate view
 | ||
|             
 | ||
|             if (defined $self->_drag_start_xy) {
 | ||
|                 my $move = $self->_drag_start_xy->vector_to($pos);  # in pixels
 | ||
|                 
 | ||
|                 # get viewport and camera size in order to convert pixel to model units
 | ||
|                 my ($x, $y) = $self->GetSizeWH;
 | ||
|                 my $camera_bb_size = $self->_camera_bb->size;
 | ||
|                 
 | ||
|                 # compute translation in model units
 | ||
|                 $self->_camera_target->translate(
 | ||
|                     -$move->x * $camera_bb_size->x / $x,
 | ||
|                      $move->y * $camera_bb_size->y / $y,   # /**
 | ||
|                 );
 | ||
|                 
 | ||
|                 $self->_dirty(1);
 | ||
|                 $self->Refresh;
 | ||
|             }
 | ||
|             $self->_drag_start_xy($pos);
 | ||
|         }
 | ||
|     } elsif ($e->LeftUp || $e->MiddleUp || $e->RightUp) {
 | ||
|         $self->_drag_start_xy(undef);
 | ||
|     } else {
 | ||
|         $e->Skip();
 | ||
|     }
 | ||
| }
 | ||
| 
 | ||
| sub set_z {
 | ||
|     my ($self, $z) = @_;
 | ||
|     
 | ||
|     my $print = $self->print;
 | ||
|     
 | ||
|     # can we have interlaced layers?
 | ||
|     my $interlaced = (defined first { $_->config->support_material } @{$print->objects})
 | ||
|         || (defined first { $_->config->infill_every_layers > 1 } @{$print->regions});
 | ||
|     
 | ||
|     my $max_layer_height = $print->max_allowed_layer_height;
 | ||
|     
 | ||
|     my @layers = ();
 | ||
|     foreach my $object (@{$print->objects}) {
 | ||
|         foreach my $layer (@{$object->layers}, @{$object->support_layers}) {
 | ||
|             if ($interlaced) {
 | ||
|                 push @layers, $layer
 | ||
|                     if $z > ($layer->print_z - $max_layer_height - epsilon)
 | ||
|                         && $z <= $layer->print_z + epsilon;
 | ||
|             } else {
 | ||
|                 push @layers, $layer if abs($layer->print_z - $z) < epsilon;
 | ||
|             }
 | ||
|         }
 | ||
|     }
 | ||
|     
 | ||
|     # reverse layers so that we draw the lowermost (i.e. current) on top
 | ||
|     $self->z($z);
 | ||
|     $self->layers([ reverse @layers ]);
 | ||
|     $self->Refresh;
 | ||
| }
 | ||
| 
 | ||
| sub set_simulation_mode
 | ||
| {
 | ||
|     my ($self, $mode) = @_;
 | ||
|     $self->_simulation_mode($mode);
 | ||
|     $self->_dirty(1);
 | ||
|     $self->Refresh;
 | ||
| }
 | ||
| 
 | ||
| sub Render {
 | ||
|     my ($self, $dc) = @_;
 | ||
|     
 | ||
|     # prevent calling SetCurrent() when window is not shown yet
 | ||
|     return unless $self->IsShownOnScreen;
 | ||
|     return unless my $context = $self->GetContext;
 | ||
|     $self->SetCurrent($context);
 | ||
|     $self->InitGL;
 | ||
|     
 | ||
|     glClearColor(1, 1, 1, 0);
 | ||
|     glClear(GL_COLOR_BUFFER_BIT);
 | ||
|     
 | ||
|     if (!$self->GetParent->enabled || !$self->layers) {
 | ||
|         glFlush();
 | ||
|         $self->SwapBuffers;
 | ||
|         return;
 | ||
|     }
 | ||
|     
 | ||
|     glDisable(GL_DEPTH_TEST);
 | ||
|     glMatrixMode(GL_MODELVIEW);
 | ||
|     glLoadIdentity();
 | ||
| 
 | ||
|     if ($self->_simulation_mode and $self->_texture_name and $self->_texture_size->x() > 0 and $self->_texture_size->y() > 0) {
 | ||
|         $self->_simulate_extrusion();
 | ||
|         my ($x, $y) = $self->GetSizeWH;
 | ||
|         glEnable(GL_TEXTURE_2D);
 | ||
|         glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,GL_REPLACE);
 | ||
|         glBindTexture(GL_TEXTURE_2D, $self->_texture_name);
 | ||
|         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
 | ||
|         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
 | ||
|         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 | ||
|         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 | ||
|         glTexImage2D_c(GL_TEXTURE_2D,
 | ||
|             0,                        # level (0 normal, heighr is form mip-mapping)
 | ||
|             GL_RGBA,                  # internal format
 | ||
|             $self->_texture_size->x(), $self->_texture_size->y(),
 | ||
|             0,                        # border 
 | ||
|             GL_RGBA,                  # format RGBA color data
 | ||
|             GL_UNSIGNED_BYTE,         # unsigned byte data
 | ||
|             $self->_extrusion_simulator->image_ptr()); # ptr to texture data
 | ||
|         glMatrixMode(GL_PROJECTION);
 | ||
|         glPushMatrix();
 | ||
|         glLoadIdentity();
 | ||
|         glOrtho(0, 1, 0, 1, 0, 1);
 | ||
|         glBegin(GL_QUADS);
 | ||
|         glTexCoord2f(0, 0);
 | ||
|         glVertex2f(0, 0);
 | ||
|         glTexCoord2f($x/$self->_texture_size->x(), 0);
 | ||
|         glVertex2f(1, 0);
 | ||
|         glTexCoord2f($x/$self->_texture_size->x(), $y/$self->_texture_size->y());
 | ||
|         glVertex2f(1, 1);
 | ||
|         glTexCoord2f(0, $y/$self->_texture_size->y());
 | ||
|         glVertex2f(0, 1);
 | ||
|         glEnd();
 | ||
|         glPopMatrix();
 | ||
|         glBindTexture(GL_TEXTURE_2D, 0);
 | ||
|     }
 | ||
| 
 | ||
|     # anti-alias
 | ||
|     if (0) {
 | ||
|         glEnable(GL_LINE_SMOOTH);
 | ||
|         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | ||
|         glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
 | ||
|         glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE);
 | ||
|     }
 | ||
|     
 | ||
|     # Tesselator triangulates polygons with holes on the fly for the rendering purposes only.
 | ||
|     my $tess;
 | ||
|     if ($self->_simulation_mode() == 0 and !(&Wx::wxMSW && $OpenGL::VERSION < 0.6704)) {
 | ||
|         # We can't use the GLU tesselator on MSW with older OpenGL versions
 | ||
|         # because of an upstream bug:
 | ||
|         # http://sourceforge.net/p/pogl/bugs/16/
 | ||
|         $tess = gluNewTess();
 | ||
|         gluTessCallback($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 $layer (@{$self->layers}) {
 | ||
|         my $object = $layer->object;
 | ||
|         
 | ||
|         # only draw the slice for the current layer
 | ||
|         next unless abs($layer->print_z - $self->z) < epsilon;
 | ||
|         
 | ||
|         # draw slice contour
 | ||
|         glLineWidth(1);
 | ||
|         foreach my $copy (@{ $object->_shifted_copies }) {
 | ||
|             glPushMatrix();
 | ||
|             glTranslatef(@$copy, 0);
 | ||
|             
 | ||
|             foreach my $slice (@{$layer->slices}) {
 | ||
|                 glColor3f(0.95, 0.95, 0.95);
 | ||
|                 
 | ||
|                 if ($tess) {
 | ||
|                     gluTessBeginPolygon($tess);
 | ||
|                     foreach my $polygon (@$slice) {
 | ||
|                         gluTessBeginContour($tess);
 | ||
|                         gluTessVertex_p($tess, @$_, 0) for @$polygon;
 | ||
|                         gluTessEndContour($tess);
 | ||
|                     }
 | ||
|                     gluTessEndPolygon($tess);
 | ||
|                 }
 | ||
|                 
 | ||
|                 glColor3f(0.9, 0.9, 0.9);
 | ||
|                 foreach my $polygon (@$slice) {
 | ||
|                     foreach my $line (@{$polygon->lines}) {
 | ||
|                         glBegin(GL_LINES);
 | ||
|                         glVertex2f(@{$line->a});
 | ||
|                         glVertex2f(@{$line->b});
 | ||
|                         glEnd();
 | ||
|                     }
 | ||
|                 }
 | ||
|             }
 | ||
|             glPopMatrix();
 | ||
|         }
 | ||
|     }
 | ||
|     
 | ||
|     my $skirt_drawn = 0;
 | ||
|     my $brim_drawn = 0;
 | ||
|     foreach my $layer (@{$self->layers}) {
 | ||
|         my $object = $layer->object;
 | ||
|         my $print_z = $layer->print_z;
 | ||
|         
 | ||
|         # draw brim
 | ||
|         if ($self->print->step_done(STEP_BRIM) && $layer->id == 0 && !$brim_drawn) {
 | ||
|             $self->color([0, 0, 0]);
 | ||
|             $self->_draw(undef, $print_z, $_) for @{$self->print->brim};
 | ||
|             $brim_drawn = 1;
 | ||
|         }
 | ||
|         if ($self->print->step_done(STEP_SKIRT)
 | ||
|             && ($self->print->has_infinite_skirt() || $self->print->config->skirt_height > $layer->id)
 | ||
|             && !$skirt_drawn) {
 | ||
|             $self->color([0, 0, 0]);
 | ||
|             $self->_draw(undef, $print_z, $_) for @{$self->print->skirt};
 | ||
|             $skirt_drawn = 1;
 | ||
|         }
 | ||
|         
 | ||
|         foreach my $layerm (@{$layer->regions}) {
 | ||
|             if ($object->step_done(STEP_PERIMETERS)) {
 | ||
|                 $self->color([0.7, 0, 0]);
 | ||
|                 $self->_draw($object, $print_z, $_) for map @$_, @{$layerm->perimeters};
 | ||
|             }
 | ||
|             
 | ||
|             if ($object->step_done(STEP_INFILL)) {
 | ||
|                 $self->color([0, 0, 0.7]);
 | ||
|                 $self->_draw($object, $print_z, $_) for map @$_, @{$layerm->fills};
 | ||
|             }
 | ||
|         }
 | ||
|         
 | ||
|         if ($object->step_done(STEP_SUPPORTMATERIAL)) {
 | ||
|             if ($layer->isa('Slic3r::Layer::Support')) {
 | ||
|                 $self->color([0, 0, 0]);
 | ||
|                 $self->_draw($object, $print_z, $_) for @{$layer->support_fills};
 | ||
|                 $self->_draw($object, $print_z, $_) for @{$layer->support_interface_fills};
 | ||
|             }
 | ||
|         }
 | ||
|     }
 | ||
|     
 | ||
|     gluDeleteTess($tess) if $tess;
 | ||
|     glFlush();
 | ||
|     $self->SwapBuffers;
 | ||
| }
 | ||
| 
 | ||
| sub _draw {
 | ||
|     my ($self, $object, $print_z, $path) = @_;
 | ||
|     
 | ||
|     my @paths = $path->isa('Slic3r::ExtrusionLoop')
 | ||
|         ? @$path
 | ||
|         : ($path);
 | ||
|     
 | ||
|     $self->_draw_path($object, $print_z, $_) for @paths;
 | ||
| }
 | ||
| 
 | ||
| sub _draw_path {
 | ||
|     my ($self, $object, $print_z, $path) = @_;
 | ||
|     
 | ||
|     return if $print_z - $path->height > $self->z - epsilon;
 | ||
|     
 | ||
|     if (abs($print_z - $self->z) < epsilon) {
 | ||
|         glColor3f(@{$self->color});
 | ||
|     } else {
 | ||
|         glColor3f(0.8, 0.8, 0.8);
 | ||
|     }
 | ||
|     
 | ||
|     glLineWidth(1);
 | ||
|     
 | ||
|     if (defined $object) {
 | ||
|         foreach my $copy (@{ $object->_shifted_copies }) {
 | ||
|             glPushMatrix();
 | ||
|             glTranslatef(@$copy, 0);
 | ||
|             foreach my $line (@{$path->polyline->lines}) {
 | ||
|                 glBegin(GL_LINES);
 | ||
|                 glVertex2f(@{$line->a});
 | ||
|                 glVertex2f(@{$line->b});
 | ||
|                 glEnd();
 | ||
|             }
 | ||
|             glPopMatrix();
 | ||
|         }
 | ||
|     } else {
 | ||
|         foreach my $line (@{$path->polyline->lines}) {
 | ||
|             glBegin(GL_LINES);
 | ||
|             glVertex2f(@{$line->a});
 | ||
|             glVertex2f(@{$line->b});
 | ||
|             glEnd();
 | ||
| 		}
 | ||
| 	}
 | ||
| }
 | ||
| 
 | ||
| sub _simulate_extrusion {
 | ||
|     my ($self) = @_;
 | ||
|     $self->_extrusion_simulator->reset_accumulator();
 | ||
|     foreach my $layer (@{$self->layers}) {
 | ||
|         if (abs($layer->print_z - $self->z) < epsilon) {
 | ||
|             my $object = $layer->object;
 | ||
|             my @shifts = (defined $object) ? @{$object->_shifted_copies} : (Slic3r::Point->new(0, 0));
 | ||
|             foreach my $layerm (@{$layer->regions}) {
 | ||
|                 my @extrusions = ();
 | ||
|                 if ($object->step_done(STEP_PERIMETERS)) {
 | ||
|                     push @extrusions, @$_ for @{$layerm->perimeters};
 | ||
|                 }
 | ||
|                 if ($object->step_done(STEP_INFILL)) {
 | ||
|                     push @extrusions, @$_ for @{$layerm->fills};
 | ||
|                 }
 | ||
|                 foreach my $extrusion_entity (@extrusions) {
 | ||
|                     my @paths = $extrusion_entity->isa('Slic3r::ExtrusionLoop')
 | ||
|                         ? @$extrusion_entity
 | ||
|                         : ($extrusion_entity);
 | ||
|                     foreach my $path (@paths) {
 | ||
|                         print "width: ", $path->width, 
 | ||
|                               " height: ", $path->height,
 | ||
|                               " mm3_per_mm: ", $path->mm3_per_mm,
 | ||
|                               " height2: ", $path->mm3_per_mm / $path->height,
 | ||
|                               "\n";
 | ||
|                         $self->_extrusion_simulator->extrude_to_accumulator($path, $_, $self->_simulation_mode()) for @shifts;
 | ||
|                     }
 | ||
|                 }
 | ||
|             }
 | ||
|         }
 | ||
|     }
 | ||
|     $self->_extrusion_simulator->evaluate_accumulator($self->_simulation_mode());
 | ||
| }
 | ||
| 
 | ||
| sub InitGL {
 | ||
|     my $self = shift;
 | ||
|  
 | ||
|     return if $self->init;
 | ||
|     return unless $self->GetContext;
 | ||
| 
 | ||
|     my $texture_id = 0;
 | ||
|     ($texture_id) = glGenTextures_p(1);
 | ||
|     $self->_texture_name($texture_id);
 | ||
|     $self->init(1);
 | ||
| }
 | ||
| 
 | ||
| sub GetContext {
 | ||
|     my ($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) = @_;
 | ||
|  
 | ||
|     return unless $self->GetContext;
 | ||
|     return unless $self->bb;
 | ||
|     $self->_dirty(0);
 | ||
|     
 | ||
|     $self->SetCurrent($self->GetContext);
 | ||
|     my ($x, $y) = $self->GetSizeWH;
 | ||
| 
 | ||
|     if ($self->_texture_size->x() < $x or $self->_texture_size->y() < $y) {
 | ||
|         # Allocate a large enough OpenGL texture with power of 2 dimensions.
 | ||
|         $self->_texture_size->set_x(1) if ($self->_texture_size->x() == 0);
 | ||
|         $self->_texture_size->set_y(1) if ($self->_texture_size->y() == 0);
 | ||
|         $self->_texture_size->set_x($self->_texture_size->x() * 2) while ($self->_texture_size->x() < $x);
 | ||
|         $self->_texture_size->set_y($self->_texture_size->y() * 2) while ($self->_texture_size->y() < $y);
 | ||
|         #print "screen size ", $x, "x", $y;
 | ||
|         #print "texture size ", $self->_texture_size->x(), "x", $self->_texture_size->y();
 | ||
|         # Initialize an empty texture.
 | ||
|         glBindTexture(GL_TEXTURE_2D, $self->_texture_name);
 | ||
|         if (1) {
 | ||
|         glTexImage2D_c(GL_TEXTURE_2D,
 | ||
|             0,                        # level (0 normal, heighr is form mip-mapping)
 | ||
|             GL_RGBA,                  # internal format
 | ||
|             $self->_texture_size->x(), $self->_texture_size->y(),
 | ||
|             0,                        # border 
 | ||
|             GL_RGBA,                  # format RGBA color data
 | ||
|             GL_UNSIGNED_BYTE,         # unsigned byte data
 | ||
|             0);                       # ptr to texture data
 | ||
|         }
 | ||
|         glBindTexture(GL_TEXTURE_2D, 0);
 | ||
|         $self->_extrusion_simulator->set_image_size($self->_texture_size);
 | ||
|     }
 | ||
|     $self->_extrusion_simulator->set_viewport(Slic3r::Geometry::BoundingBox->new_from_points(
 | ||
|         [Slic3r::Point->new(0, 0), Slic3r::Point->new($x, $y)]));
 | ||
| 
 | ||
|     glViewport(0, 0, $x, $y);
 | ||
|     
 | ||
|     glMatrixMode(GL_PROJECTION);
 | ||
|     glLoadIdentity();
 | ||
|     
 | ||
|     my $bb = $self->bb->clone;
 | ||
|     
 | ||
|     # center bounding box around origin before scaling it
 | ||
|     my $bb_center = $bb->center;
 | ||
|     $bb->translate(@{$bb_center->negative});
 | ||
|     
 | ||
|     # scale bounding box according to zoom factor
 | ||
|     $bb->scale($self->_zoom);
 | ||
|     
 | ||
|     # reposition bounding box around original center
 | ||
|     $bb->translate(@{$bb_center});
 | ||
|     
 | ||
|     # translate camera
 | ||
|     $bb->translate(@{$self->_camera_target});
 | ||
|     
 | ||
|     # keep camera_bb within total bb
 | ||
|     # (i.e. prevent user from panning outside the bounding box)
 | ||
|     {
 | ||
|         my @translate = (0,0);
 | ||
|         if ($bb->x_min < $self->bb->x_min) {
 | ||
|             $translate[X] += $self->bb->x_min - $bb->x_min;
 | ||
|         }
 | ||
|         if ($bb->y_min < $self->bb->y_min) {
 | ||
|             $translate[Y] += $self->bb->y_min - $bb->y_min;
 | ||
|         }
 | ||
|         if ($bb->x_max > $self->bb->x_max) {
 | ||
|             $translate[X] -= $bb->x_max - $self->bb->x_max;
 | ||
|         }
 | ||
|         if ($bb->y_max > $self->bb->y_max) {
 | ||
|             $translate[Y] -= $bb->y_max - $self->bb->y_max;
 | ||
|         }
 | ||
|         $self->_camera_target->translate(@translate);
 | ||
|         $bb->translate(@translate);
 | ||
|     }
 | ||
|     
 | ||
|     # save camera
 | ||
|     $self->_camera_bb($bb);
 | ||
|     
 | ||
|     my ($x1, $y1, $x2, $y2) = ($bb->x_min, $bb->y_min, $bb->x_max, $bb->y_max);
 | ||
|     if (($x2 - $x1)/($y2 - $y1) > $x/$y) {
 | ||
|         # adjust Y
 | ||
|         my $new_y = $y * ($x2 - $x1) / $x;
 | ||
|         $y1 = ($y2 + $y1)/2 - $new_y/2;
 | ||
|         $y2 = $y1 + $new_y;
 | ||
|     } else {
 | ||
|         my $new_x = $x * ($y2 - $y1) / $y;
 | ||
|         $x1 = ($x2 + $x1)/2 - $new_x/2;
 | ||
|         $x2 = $x1 + $new_x;
 | ||
|     }
 | ||
|     glOrtho($x1, $x2, $y1, $y2, 0, 1);
 | ||
| 
 | ||
|     # Set the adjusted bounding box at the extrusion simulator.
 | ||
|     #print "Scene bbox ", $bb->x_min, ",", $bb->y_min, " ", $bb->x_max, ",", $bb->y_max, "\n";
 | ||
|     #print "Setting simulator bbox ", $x1, ",", $y1, " ", $x2, ",", $y2, "\n";
 | ||
|     $self->_extrusion_simulator->set_bounding_box(
 | ||
|         Slic3r::Geometry::BoundingBox->new_from_points(
 | ||
|             [Slic3r::Point->new($x1, $y1), Slic3r::Point->new($x2, $y2)]));
 | ||
| 
 | ||
|     glMatrixMode(GL_MODELVIEW);
 | ||
| }
 | ||
| 
 | ||
| # Thick line drawing is not used anywhere. Probably not tested?
 | ||
| sub line {
 | ||
|     my (
 | ||
|         $x1, $y1, $x2, $y2,     # coordinates of the line
 | ||
|         $w,                     # width/thickness of the line in pixel
 | ||
|         $Cr, $Cg, $Cb,          # RGB color components
 | ||
|         $Br, $Bg, $Bb,          # color of background when alphablend=false
 | ||
|                                 # Br=alpha of color when alphablend=true
 | ||
|         $alphablend,            # use alpha blend or not
 | ||
|     ) = @_;
 | ||
|     
 | ||
|     my $t;
 | ||
|     my $R;
 | ||
|     my $f = $w - int($w);
 | ||
|     my $A;
 | ||
|     
 | ||
|     if ($alphablend) {
 | ||
|         $A = $Br;
 | ||
|     } else {
 | ||
|         $A = 1;
 | ||
|     }
 | ||
|     
 | ||
|     # determine parameters t,R
 | ||
|     if ($w >= 0 && $w < 1) {
 | ||
|         $t = 0.05; $R = 0.48 + 0.32 * $f;
 | ||
|         if (!$alphablend) {
 | ||
|             $Cr += 0.88 * (1-$f);
 | ||
|             $Cg += 0.88 * (1-$f);
 | ||
|             $Cb += 0.88 * (1-$f);
 | ||
|             $Cr = 1.0 if ($Cr > 1.0);
 | ||
|             $Cg = 1.0 if ($Cg > 1.0);
 | ||
|             $Cb = 1.0 if ($Cb > 1.0);
 | ||
|         } else {
 | ||
|             $A *= $f;
 | ||
|         }
 | ||
|     } elsif ($w >= 1.0 && $w < 2.0) {
 | ||
|         $t = 0.05 + $f*0.33; $R = 0.768 + 0.312*$f;
 | ||
|     } elsif ($w >= 2.0 && $w < 3.0) {
 | ||
|         $t = 0.38 + $f*0.58; $R = 1.08;
 | ||
|     } elsif ($w >= 3.0 && $w < 4.0) {
 | ||
|         $t = 0.96 + $f*0.48; $R = 1.08;
 | ||
|     } elsif ($w >= 4.0 && $w < 5.0) {
 | ||
|         $t= 1.44 + $f*0.46; $R = 1.08;
 | ||
|     } elsif ($w >= 5.0 && $w < 6.0) {
 | ||
|         $t= 1.9 + $f*0.6; $R = 1.08;
 | ||
|     } elsif ($w >= 6.0) {
 | ||
|         my $ff = $w - 6.0;
 | ||
|         $t = 2.5 + $ff*0.50; $R = 1.08;
 | ||
|     }
 | ||
|     #printf( "w=%f, f=%f, C=%.4f\n", $w, $f, $C);
 | ||
|     
 | ||
|     # determine angle of the line to horizontal
 | ||
|     my $tx = 0; my $ty = 0; # core thinkness of a line
 | ||
|     my $Rx = 0; my $Ry = 0; # fading edge of a line
 | ||
|     my $cx = 0; my $cy = 0; # cap of a line
 | ||
|     my $ALW = 0.01;
 | ||
|     my $dx = $x2 - $x1;
 | ||
|     my $dy = $y2 - $y1;
 | ||
|     if (abs($dx) < $ALW) {
 | ||
|         # vertical
 | ||
|         $tx = $t; $ty = 0;
 | ||
|         $Rx = $R; $Ry = 0;
 | ||
|         if ($w > 0.0 && $w < 1.0) {
 | ||
|             $tx *= 8;
 | ||
|         } elsif ($w == 1.0) {
 | ||
|             $tx *= 10;
 | ||
|         }
 | ||
|     } elsif (abs($dy) < $ALW) {
 | ||
|         #horizontal
 | ||
|         $tx = 0; $ty = $t;
 | ||
|         $Rx = 0; $Ry = $R;
 | ||
|         if ($w > 0.0 && $w < 1.0) {
 | ||
|             $ty *= 8;
 | ||
|         } elsif ($w == 1.0) {
 | ||
|             $ty *= 10;
 | ||
|         }
 | ||
|     } else {
 | ||
|         if ($w < 3) { # approximate to make things even faster
 | ||
|             my $m = $dy/$dx;
 | ||
|             # and calculate tx,ty,Rx,Ry
 | ||
|             if ($m > -0.4142 && $m <= 0.4142) {
 | ||
|                 # -22.5 < $angle <= 22.5, approximate to 0 (degree)
 | ||
|                 $tx = $t * 0.1; $ty = $t;
 | ||
|                 $Rx = $R * 0.6; $Ry = $R;
 | ||
|             } elsif ($m > 0.4142 && $m <= 2.4142) {
 | ||
|                 # 22.5 < $angle <= 67.5, approximate to 45 (degree)
 | ||
|                 $tx = $t * -0.7071; $ty = $t * 0.7071;
 | ||
|                 $Rx = $R * -0.7071; $Ry = $R * 0.7071;
 | ||
|             } elsif ($m > 2.4142 || $m <= -2.4142) {
 | ||
|                 # 67.5 < $angle <= 112.5, approximate to 90 (degree)
 | ||
|                 $tx = $t; $ty = $t*0.1;
 | ||
|                 $Rx = $R; $Ry = $R*0.6;
 | ||
|             } elsif ($m > -2.4142 && $m < -0.4142) {
 | ||
|                 # 112.5 < angle < 157.5, approximate to 135 (degree)
 | ||
|                 $tx = $t * 0.7071; $ty = $t * 0.7071;
 | ||
|                 $Rx = $R * 0.7071; $Ry = $R * 0.7071;
 | ||
|             } else {
 | ||
|                 # error in determining angle
 | ||
|                 printf("error in determining angle: m=%.4f\n", $m);
 | ||
|             }
 | ||
|         } else {  # calculate to exact
 | ||
|             $dx= $y1 - $y2;
 | ||
|             $dy= $x2 - $x1;
 | ||
|             my $L = sqrt($dx*$dx + $dy*$dy);
 | ||
|             $dx /= $L;
 | ||
|             $dy /= $L;
 | ||
|             $cx = -0.6*$dy; $cy=0.6*$dx;
 | ||
|             $tx = $t*$dx; $ty = $t*$dy;
 | ||
|             $Rx = $R*$dx; $Ry = $R*$dy;
 | ||
|         }
 | ||
|     }
 | ||
| 
 | ||
|     # draw the line by triangle strip
 | ||
|     glBegin(GL_TRIANGLE_STRIP);
 | ||
|     if (!$alphablend) {
 | ||
|         glColor3f($Br, $Bg, $Bb);
 | ||
|     } else {
 | ||
|         glColor4f($Cr, $Cg, $Cb, 0);
 | ||
|     }
 | ||
|     glVertex2f($x1 - $tx - $Rx, $y1 - $ty - $Ry);   # fading edge
 | ||
|     glVertex2f($x2 - $tx - $Rx, $y2 - $ty - $Ry);
 | ||
|     
 | ||
|     if (!$alphablend) {
 | ||
|         glColor3f($Cr, $Cg, $Cb);
 | ||
|     } else {
 | ||
|         glColor4f($Cr, $Cg, $Cb, $A);
 | ||
|     }
 | ||
|     glVertex2f($x1 - $tx, $y1 - $ty); # core
 | ||
|     glVertex2f($x2 - $tx, $y2 - $ty);
 | ||
|     glVertex2f($x1 + $tx, $y1 + $ty);
 | ||
|     glVertex2f($x2 + $tx, $y2 + $ty);
 | ||
|     
 | ||
|     if ((abs($dx) < $ALW || abs($dy) < $ALW) && $w <= 1.0) {
 | ||
|         # printf("skipped one fading edge\n");
 | ||
|     } else {
 | ||
|         if (!$alphablend) {
 | ||
|             glColor3f($Br, $Bg, $Bb);
 | ||
|         } else {
 | ||
|             glColor4f($Cr, $Cg, $Cb, 0);
 | ||
|         }
 | ||
|         glVertex2f($x1 + $tx+ $Rx, $y1 + $ty + $Ry);    # fading edge
 | ||
|         glVertex2f($x2 + $tx+ $Rx, $y2 + $ty + $Ry);
 | ||
|     }
 | ||
|     glEnd();
 | ||
| 
 | ||
|     # cap
 | ||
|     if ($w < 3) {
 | ||
|         # do not draw cap
 | ||
|     } else {
 | ||
|         # draw cap
 | ||
|         glBegin(GL_TRIANGLE_STRIP);
 | ||
|         if (!$alphablend) {
 | ||
|             glColor3f($Br, $Bg, $Bb);
 | ||
|         } else {
 | ||
|             glColor4f($Cr, $Cg, $Cb, 0);
 | ||
|         }
 | ||
|         glVertex2f($x1 - $Rx + $cx, $y1 - $Ry + $cy);
 | ||
|         glVertex2f($x1 + $Rx + $cx, $y1 + $Ry + $cy);
 | ||
|         glColor3f($Cr, $Cg, $Cb);
 | ||
|         glVertex2f($x1 - $tx - $Rx, $y1 - $ty - $Ry);
 | ||
|         glVertex2f($x1 + $tx + $Rx, $y1 + $ty + $Ry);
 | ||
|         glEnd();
 | ||
|         glBegin(GL_TRIANGLE_STRIP);
 | ||
|         if (!$alphablend) {
 | ||
|             glColor3f($Br, $Bg, $Bb);
 | ||
|         } else {
 | ||
|             glColor4f($Cr, $Cg, $Cb, 0);
 | ||
|         }
 | ||
|         glVertex2f($x2 - $Rx - $cx, $y2 - $Ry - $cy);
 | ||
|         glVertex2f($x2 + $Rx - $cx, $y2 + $Ry - $cy);
 | ||
|         glColor3f($Cr, $Cg, $Cb);
 | ||
|         glVertex2f($x2 - $tx - $Rx, $y2 - $ty - $Ry);
 | ||
|         glVertex2f($x2 + $tx + $Rx, $y2 + $ty + $Ry);
 | ||
|         glEnd();
 | ||
|     }
 | ||
| }
 | ||
| 
 | ||
| 
 | ||
| package Slic3r::GUI::Plater::2DToolpaths::Dialog;
 | ||
| 
 | ||
| use Wx qw(:dialog :id :misc :sizer);
 | ||
| use Wx::Event qw(EVT_CLOSE);
 | ||
| use base 'Wx::Dialog';
 | ||
| 
 | ||
| sub new {
 | ||
|     my $class = shift;
 | ||
|     my ($parent, $print) = @_;
 | ||
|     my $self = $class->SUPER::new($parent, -1, "Toolpaths", wxDefaultPosition, [500,500], wxDEFAULT_DIALOG_STYLE | wxRESIZE_BORDER);
 | ||
|     
 | ||
|     my $sizer = Wx::BoxSizer->new(wxVERTICAL);
 | ||
|     $sizer->Add(Slic3r::GUI::Plater::2DToolpaths->new($self, $print), 1, wxEXPAND, 0);
 | ||
|     $self->SetSizer($sizer);
 | ||
|     $self->SetMinSize($self->GetSize);
 | ||
|     
 | ||
|     # needed to actually free memory
 | ||
|     EVT_CLOSE($self, sub {
 | ||
|         $self->EndModal(wxID_OK);
 | ||
|         $self->Destroy;
 | ||
|     });
 | ||
|     
 | ||
|     return $self;
 | ||
| }
 | ||
| 
 | ||
| 1;
 |