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			1241 lines
		
	
	
	
		
			42 KiB
		
	
	
	
		
			Perl
		
	
	
	
	
	
			
		
		
	
	
			1241 lines
		
	
	
	
		
			42 KiB
		
	
	
	
		
			Perl
		
	
	
	
	
	
| package Slic3r::GUI::3DScene::Base;
 | ||
| use strict;
 | ||
| use warnings;
 | ||
| 
 | ||
| use Wx::Event qw(EVT_PAINT EVT_SIZE EVT_ERASE_BACKGROUND EVT_IDLE EVT_MOUSEWHEEL EVT_MOUSE_EVENTS);
 | ||
| # must load OpenGL *before* Wx::GLCanvas
 | ||
| use OpenGL qw(:glconstants :glfunctions :glufunctions :gluconstants);
 | ||
| use base qw(Wx::GLCanvas Class::Accessor);
 | ||
| use Math::Trig qw(asin);
 | ||
| use List::Util qw(reduce min max first);
 | ||
| use Slic3r::Geometry qw(X Y Z MIN MAX triangle_normal normalize deg2rad tan scale unscale scaled_epsilon);
 | ||
| use Slic3r::Geometry::Clipper qw(offset_ex intersection_pl);
 | ||
| use Wx::GLCanvas qw(:all);
 | ||
|  
 | ||
| __PACKAGE__->mk_accessors( qw(_quat _dirty init
 | ||
|                               enable_cutting
 | ||
|                               enable_picking
 | ||
|                               enable_moving
 | ||
|                               on_hover
 | ||
|                               on_select
 | ||
|                               on_double_click
 | ||
|                               on_right_click
 | ||
|                               on_move
 | ||
|                               volumes
 | ||
|                               _sphi _stheta
 | ||
|                               cutting_plane_z
 | ||
|                               cut_lines_vertices
 | ||
|                               bed_shape
 | ||
|                               bed_triangles
 | ||
|                               bed_grid_lines
 | ||
|                               background
 | ||
|                               origin
 | ||
|                               _mouse_pos
 | ||
|                               _hover_volume_idx
 | ||
|                               _drag_volume_idx
 | ||
|                               _drag_start_pos
 | ||
|                               _drag_start_xy
 | ||
|                               _dragged
 | ||
|                               _camera_target
 | ||
|                               _zoom
 | ||
|                               ) );
 | ||
| 
 | ||
| use constant TRACKBALLSIZE  => 0.8;
 | ||
| use constant TURNTABLE_MODE => 1;
 | ||
| use constant GROUND_Z       => -0.02;
 | ||
| use constant DEFAULT_COLOR  => [1,1,0];
 | ||
| use constant SELECTED_COLOR => [0,1,0,1];
 | ||
| use constant HOVER_COLOR    => [0.4,0.9,0,1];
 | ||
| 
 | ||
| # make OpenGL::Array thread-safe
 | ||
| {
 | ||
|     no warnings 'redefine';
 | ||
|     *OpenGL::Array::CLONE_SKIP = sub { 1 };
 | ||
| }
 | ||
| 
 | ||
| sub new {
 | ||
|     my ($class, $parent) = @_;
 | ||
|     
 | ||
|     # we request a depth buffer explicitely because it looks like it's not created by 
 | ||
|     # default on Linux, causing transparency issues
 | ||
|     my $self = $class->SUPER::new($parent, -1, Wx::wxDefaultPosition, Wx::wxDefaultSize, 0, "",
 | ||
|         [WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_DEPTH_SIZE, 16, 0]);
 | ||
|    
 | ||
|     $self->background(1);
 | ||
|     $self->_quat((0, 0, 0, 1));
 | ||
|     $self->_stheta(45);
 | ||
|     $self->_sphi(45);
 | ||
|     $self->_zoom(1);
 | ||
|     
 | ||
|     # 3D point in model space
 | ||
|     $self->_camera_target(Slic3r::Pointf3->new(0,0,0));
 | ||
|     
 | ||
|     $self->reset_objects;
 | ||
|     
 | ||
|     EVT_PAINT($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->GetSizeWH );
 | ||
|         $self->Refresh;
 | ||
|     });
 | ||
|     EVT_MOUSEWHEEL($self, sub {
 | ||
|         my ($self, $e) = @_;
 | ||
|         
 | ||
|         # 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));
 | ||
|         
 | ||
|         # In order to zoom around the mouse point we need to translate
 | ||
|         # the camera target
 | ||
|         my $size = Slic3r::Pointf->new($self->GetSizeWH);
 | ||
|         my $pos = Slic3r::Pointf->new($e->GetX, $size->y - $e->GetY); #-
 | ||
|         $self->_camera_target->translate(
 | ||
|             # ($pos - $size/2) represents the vector from the viewport center
 | ||
|             # to the mouse point. By multiplying it by $zoom we get the new,
 | ||
|             # transformed, length of such vector.
 | ||
|             # Since we want that point to stay fixed, we move our camera target
 | ||
|             # in the opposite direction by the delta of the length of such vector
 | ||
|             # ($zoom - 1). We then scale everything by 1/$self->_zoom since 
 | ||
|             # $self->_camera_target is expressed in terms of model units.
 | ||
|             -($pos->x - $size->x/2) * ($zoom) / $self->_zoom,
 | ||
|             -($pos->y - $size->y/2) * ($zoom) / $self->_zoom,
 | ||
|             0,
 | ||
|         ) if 0;
 | ||
|         $self->_dirty(1);
 | ||
|         $self->Refresh;
 | ||
|     });
 | ||
|     EVT_MOUSE_EVENTS($self, \&mouse_event);
 | ||
|     
 | ||
|     return $self;
 | ||
| }
 | ||
| 
 | ||
| sub mouse_event {
 | ||
|     my ($self, $e) = @_;
 | ||
|     
 | ||
|     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->LeftDClick) {
 | ||
|         $self->on_double_click->()
 | ||
|             if $self->on_double_click;
 | ||
|     } elsif ($e->LeftDown || $e->RightDown) {
 | ||
|         # If user pressed left or right button we first check whether this happened
 | ||
|         # on a volume or not.
 | ||
|         my $volume_idx = $self->_hover_volume_idx // -1;
 | ||
|         
 | ||
|         # select volume in this 3D canvas
 | ||
|         if ($self->enable_picking) {
 | ||
|             $self->deselect_volumes;
 | ||
|             $self->select_volume($volume_idx);
 | ||
|             
 | ||
|             if ($volume_idx != -1) {
 | ||
|                 my $group_id = $self->volumes->[$volume_idx]->select_group_id;
 | ||
|                 my @volumes;
 | ||
|                 if ($group_id != -1) {
 | ||
|                     $self->select_volume($_)
 | ||
|                         for grep $self->volumes->[$_]->select_group_id == $group_id,
 | ||
|                         0..$#{$self->volumes};
 | ||
|                 }
 | ||
|             }
 | ||
|             
 | ||
|             $self->Refresh;
 | ||
|         }
 | ||
|         
 | ||
|         # propagate event through callback
 | ||
|         $self->on_select->($volume_idx)
 | ||
|             if $self->on_select;
 | ||
|         
 | ||
|         if ($volume_idx != -1) {
 | ||
|             if ($e->LeftDown && $self->enable_moving) {
 | ||
|                 $self->_drag_volume_idx($volume_idx);
 | ||
|                 $self->_drag_start_pos($self->mouse_to_3d(@$pos));
 | ||
|             } elsif ($e->RightDown) {
 | ||
|                 # if right clicking on volume, propagate event through callback
 | ||
|                 $self->on_right_click->($e->GetPosition)
 | ||
|                     if $self->on_right_click;
 | ||
|             }
 | ||
|         }
 | ||
|     } elsif ($e->Dragging && $e->LeftIsDown && defined($self->_drag_volume_idx)) {
 | ||
|         # get new position at the same Z of the initial click point
 | ||
|         my $mouse_ray = $self->mouse_ray($e->GetX, $e->GetY);
 | ||
|         my $cur_pos = $mouse_ray->intersect_plane($self->_drag_start_pos->z);
 | ||
|         
 | ||
|         # calculate the translation vector
 | ||
|         my $vector = $self->_drag_start_pos->vector_to($cur_pos);
 | ||
|         
 | ||
|         # get volume being dragged
 | ||
|         my $volume = $self->volumes->[$self->_drag_volume_idx];
 | ||
|         
 | ||
|         # get all volumes belonging to the same group, if any
 | ||
|         my @volumes;
 | ||
|         if ($volume->drag_group_id == -1) {
 | ||
|             @volumes = ($volume);
 | ||
|         } else {
 | ||
|             @volumes = grep $_->drag_group_id == $volume->drag_group_id, @{$self->volumes};
 | ||
|         }
 | ||
|         
 | ||
|         # apply new temporary volume origin and ignore Z
 | ||
|         $_->origin->translate($vector->x, $vector->y, 0) for @volumes; #,,
 | ||
|         $self->_drag_start_pos($cur_pos);
 | ||
|         $self->_dragged(1);
 | ||
|         $self->Refresh;
 | ||
|     } elsif ($e->Dragging) {
 | ||
|         if ($e->LeftIsDown) {
 | ||
|             # if dragging over blank area with left button, rotate
 | ||
|             if (defined $self->_drag_start_pos) {
 | ||
|                 my $orig = $self->_drag_start_pos;
 | ||
|                 if (TURNTABLE_MODE) {
 | ||
|                     $self->_sphi($self->_sphi + ($pos->x - $orig->x) * TRACKBALLSIZE);
 | ||
|                     $self->_stheta($self->_stheta - ($pos->y - $orig->y) * TRACKBALLSIZE);        #-
 | ||
|                     $self->_stheta(150) if $self->_stheta > 150;
 | ||
|                     $self->_stheta(0) if $self->_stheta < 0;
 | ||
|                 } else {
 | ||
|                     my $size = $self->GetClientSize;
 | ||
|                     my @quat = trackball(
 | ||
|                         $orig->x / ($size->width / 2) - 1,
 | ||
|                         1 - $orig->y / ($size->height / 2),       #/
 | ||
|                         $pos->x / ($size->width / 2) - 1,
 | ||
|                         1 - $pos->y / ($size->height / 2),        #/
 | ||
|                     );
 | ||
|                     $self->_quat(mulquats($self->_quat, \@quat));
 | ||
|                 }
 | ||
|                 $self->Refresh;
 | ||
|             }
 | ||
|             $self->_drag_start_pos($pos);
 | ||
|         } elsif ($e->MiddleIsDown || $e->RightIsDown) {
 | ||
|             # if dragging over blank area with right button, translate
 | ||
|             
 | ||
|             if (defined $self->_drag_start_xy) {
 | ||
|                 # get point in model space at Z = 0
 | ||
|                 my $cur_pos = $self->mouse_ray($e->GetX, $e->GetY)->intersect_plane(0);
 | ||
|                 my $orig    = $self->mouse_ray(@{$self->_drag_start_xy})->intersect_plane(0);
 | ||
|                 $self->_camera_target->translate(
 | ||
|                     @{$orig->vector_to($cur_pos)->negative},
 | ||
|                 );
 | ||
|                 $self->Refresh;
 | ||
|             }
 | ||
|             $self->_drag_start_xy($pos);
 | ||
|         }
 | ||
|     } elsif ($e->LeftUp || $e->MiddleUp || $e->RightUp) {
 | ||
|         if ($self->on_move && defined($self->_drag_volume_idx) && $self->_dragged) {
 | ||
|             # get all volumes belonging to the same group, if any
 | ||
|             my @volume_idxs;
 | ||
|             my $group_id = $self->volumes->[$self->_drag_volume_idx]->drag_group_id;
 | ||
|             if ($group_id == -1) {
 | ||
|                 @volume_idxs = ($self->_drag_volume_idx);
 | ||
|             } else {
 | ||
|                 @volume_idxs = grep $self->volumes->[$_]->drag_group_id == $group_id,
 | ||
|                     0..$#{$self->volumes};
 | ||
|             }
 | ||
|             $self->on_move->(@volume_idxs);
 | ||
|         }
 | ||
|         $self->_drag_volume_idx(undef);
 | ||
|         $self->_drag_start_pos(undef);
 | ||
|         $self->_drag_start_xy(undef);
 | ||
|         $self->_dragged(undef);
 | ||
|     } elsif ($e->Moving) {
 | ||
|         $self->_mouse_pos($pos);
 | ||
|         $self->Refresh;
 | ||
|     } else {
 | ||
|         $e->Skip();
 | ||
|     }
 | ||
| }
 | ||
| 
 | ||
| sub reset_objects {
 | ||
|     my ($self) = @_;
 | ||
|     
 | ||
|     $self->volumes([]);
 | ||
|     $self->_dirty(1);
 | ||
| }
 | ||
| 
 | ||
| sub zoom_to_bounding_box {
 | ||
|     my ($self, $bb) = @_;
 | ||
|     
 | ||
|     # calculate the zoom factor needed to adjust viewport to
 | ||
|     # bounding box
 | ||
|     my $max_size = max(@{$bb->size}) * 2;
 | ||
|     my $min_viewport_size = min($self->GetSizeWH);
 | ||
|     $self->_zoom($min_viewport_size / $max_size);
 | ||
|     
 | ||
|     # center view around bounding box center
 | ||
|     $self->_camera_target($bb->center);
 | ||
| }
 | ||
| 
 | ||
| sub zoom_to_bed {
 | ||
|     my ($self) = @_;
 | ||
|     
 | ||
|     if ($self->bed_shape) {
 | ||
|         $self->zoom_to_bounding_box($self->bed_bounding_box);
 | ||
|     }
 | ||
| }
 | ||
| 
 | ||
| sub zoom_to_volume {
 | ||
|     my ($self, $volume_idx) = @_;
 | ||
|     
 | ||
|     my $volume = $self->volumes->[$volume_idx];
 | ||
|     my $bb = $volume->transformed_bounding_box;
 | ||
|     $self->zoom_to_bounding_box($bb);
 | ||
| }
 | ||
| 
 | ||
| sub zoom_to_volumes {
 | ||
|     my ($self) = @_;
 | ||
|     $self->zoom_to_bounding_box($self->volumes_bounding_box);
 | ||
| }
 | ||
| 
 | ||
| sub volumes_bounding_box {
 | ||
|     my ($self) = @_;
 | ||
|     
 | ||
|     my $bb = Slic3r::Geometry::BoundingBoxf3->new;
 | ||
|     $bb->merge($_->transformed_bounding_box) for @{$self->volumes};
 | ||
|     return $bb;
 | ||
| }
 | ||
| 
 | ||
| sub bed_bounding_box {
 | ||
|     my ($self) = @_;
 | ||
|     
 | ||
|     my $bb = Slic3r::Geometry::BoundingBoxf3->new;
 | ||
|     $bb->merge_point(Slic3r::Pointf3->new(@$_, 0)) for @{$self->bed_shape};
 | ||
|     return $bb;
 | ||
| }
 | ||
| 
 | ||
| sub max_bounding_box {
 | ||
|     my ($self) = @_;
 | ||
|     
 | ||
|     my $bb = $self->bed_bounding_box;
 | ||
|     $bb->merge($self->volumes_bounding_box);
 | ||
|     return $bb;
 | ||
| }
 | ||
| 
 | ||
| sub set_auto_bed_shape {
 | ||
|     my ($self, $bed_shape) = @_;
 | ||
|     
 | ||
|     # draw a default square bed around object center
 | ||
|     my $max_size = max(@{ $self->volumes_bounding_box->size });
 | ||
|     my $center = $self->volumes_bounding_box->center;
 | ||
|     $self->set_bed_shape([
 | ||
|         [ $center->x - $max_size, $center->y - $max_size ],  #--
 | ||
|         [ $center->x + $max_size, $center->y - $max_size ],  #--
 | ||
|         [ $center->x + $max_size, $center->y + $max_size ],  #++
 | ||
|         [ $center->x - $max_size, $center->y + $max_size ],  #++
 | ||
|     ]);
 | ||
|     $self->origin(Slic3r::Pointf->new(@$center[X,Y]));
 | ||
| }
 | ||
| 
 | ||
| sub set_bed_shape {
 | ||
|     my ($self, $bed_shape) = @_;
 | ||
|     
 | ||
|     $self->bed_shape($bed_shape);
 | ||
|     
 | ||
|     # triangulate bed
 | ||
|     my $expolygon = Slic3r::ExPolygon->new([ map [map scale($_), @$_], @$bed_shape ]);
 | ||
|     my $bed_bb = $expolygon->bounding_box;
 | ||
|     
 | ||
|     {
 | ||
|         my @points = ();
 | ||
|         foreach my $triangle (@{ $expolygon->triangulate }) {
 | ||
|             push @points, map {+ unscale($_->x), unscale($_->y), GROUND_Z } @$triangle;  #))
 | ||
|         }
 | ||
|         $self->bed_triangles(OpenGL::Array->new_list(GL_FLOAT, @points));
 | ||
|     }
 | ||
|     
 | ||
|     {
 | ||
|         my @lines = ();
 | ||
|         for (my $x = $bed_bb->x_min; $x <= $bed_bb->x_max; $x += scale 10) {
 | ||
|             push @lines, Slic3r::Polyline->new([$x,$bed_bb->y_min], [$x,$bed_bb->y_max]);
 | ||
|         }
 | ||
|         for (my $y = $bed_bb->y_min; $y <= $bed_bb->y_max; $y += scale 10) {
 | ||
|             push @lines, Slic3r::Polyline->new([$bed_bb->x_min,$y], [$bed_bb->x_max,$y]);
 | ||
|         }
 | ||
|         # clip with a slightly grown expolygon because our lines lay on the contours and
 | ||
|         # may get erroneously clipped
 | ||
|         @lines = @{intersection_pl(\@lines, [ @{$expolygon->offset(+scaled_epsilon)} ])};
 | ||
|         
 | ||
|         # append bed contours
 | ||
|         foreach my $line (map @{$_->lines}, @$expolygon) {
 | ||
|             push @lines, $line->as_polyline;
 | ||
|         }
 | ||
|         
 | ||
|         my @points = ();
 | ||
|         foreach my $polyline (@lines) {
 | ||
|             push @points, map {+ unscale($_->x), unscale($_->y), GROUND_Z } @$polyline;  #))
 | ||
|         }
 | ||
|         $self->bed_grid_lines(OpenGL::Array->new_list(GL_FLOAT, @points));
 | ||
|     }
 | ||
|     
 | ||
|     $self->origin(Slic3r::Pointf->new(0,0));
 | ||
| }
 | ||
| 
 | ||
| sub deselect_volumes {
 | ||
|     my ($self) = @_;
 | ||
|     $_->selected(0) for @{$self->volumes};
 | ||
| }
 | ||
| 
 | ||
| sub select_volume {
 | ||
|     my ($self, $volume_idx) = @_;
 | ||
|     
 | ||
|     $self->volumes->[$volume_idx]->selected(1)
 | ||
|         if $volume_idx != -1;
 | ||
| }
 | ||
| 
 | ||
| sub SetCuttingPlane {
 | ||
|     my ($self, $z) = @_;
 | ||
|     
 | ||
|     $self->cutting_plane_z($z);
 | ||
|     
 | ||
|     # perform cut and cache section lines
 | ||
|     my @verts = ();
 | ||
|     foreach my $volume (@{$self->volumes}) {
 | ||
|         foreach my $volume (@{$self->volumes}) {
 | ||
|             next if !$volume->mesh;
 | ||
|             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(@{ $volume->color });
 | ||
|         }
 | ||
|         
 | ||
|         my @sorted_z = ();
 | ||
|         my ($min_z, $max_z);
 | ||
|         if ($volume->range && $volume->offsets) {
 | ||
|             @sorted_z = sort { $a <=> $b } keys %{$volume->offsets};
 | ||
|             
 | ||
|             ($min_z, $max_z) = @{$volume->range};
 | ||
|             $min_z = first { $_ >= $min_z } @sorted_z;
 | ||
|             $max_z = first { $_ > $max_z }  @sorted_z;
 | ||
|         }
 | ||
|         
 | ||
|         glCullFace(GL_BACK);
 | ||
|         if ($volume->qverts) {
 | ||
|             my ($min_offset, $max_offset);
 | ||
|             if (defined $min_z) {
 | ||
|                 $min_offset = $volume->offsets->{$min_z}->[0];
 | ||
|             }
 | ||
|             if (defined $max_z) {
 | ||
|                 $max_offset = $volume->offsets->{$max_z}->[0];
 | ||
|             }
 | ||
|             $min_offset //= 0;
 | ||
|             $max_offset //= $volume->qverts->size;
 | ||
|             
 | ||
|             glVertexPointer_c(3, GL_FLOAT, 0, $volume->qverts->verts_ptr);
 | ||
|             glNormalPointer_c(GL_FLOAT, 0, $volume->qverts->norms_ptr);
 | ||
|             glDrawArrays(GL_QUADS, $min_offset / 3, ($max_offset-$min_offset) / 3);
 | ||
|         }
 | ||
|         
 | ||
|         if ($volume->tverts) {
 | ||
|             my ($min_offset, $max_offset);
 | ||
|             if (defined $min_z) {
 | ||
|                 $min_offset = $volume->offsets->{$min_z}->[1];
 | ||
|             }
 | ||
|             if (defined $max_z) {
 | ||
|                 $max_offset = $volume->offsets->{$max_z}->[1];
 | ||
|             }
 | ||
|             $min_offset //= 0;
 | ||
|             $max_offset //= $volume->tverts->size;
 | ||
|             
 | ||
|             glVertexPointer_c(3, GL_FLOAT, 0, $volume->tverts->verts_ptr);
 | ||
|             glNormalPointer_c(GL_FLOAT, 0, $volume->tverts->norms_ptr);
 | ||
|             glDrawArrays(GL_TRIANGLES, $min_offset / 3, ($max_offset-$min_offset) / 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, $self->cut_lines_vertices->elements / 3);
 | ||
|     }
 | ||
|     glDisableClientState(GL_VERTEX_ARRAY);
 | ||
| }
 | ||
| 
 | ||
| package Slic3r::GUI::3DScene::Volume;
 | ||
| use Moo;
 | ||
| 
 | ||
| has 'bounding_box'      => (is => 'ro', required => 1);
 | ||
| has 'origin'            => (is => 'rw', default => sub { Slic3r::Pointf3->new(0,0,0) });
 | ||
| has 'color'             => (is => 'ro', required => 1);
 | ||
| has 'select_group_id'   => (is => 'rw', default => sub { -1 });
 | ||
| has 'drag_group_id'     => (is => 'rw', default => sub { -1 });
 | ||
| has 'selected'          => (is => 'rw', default => sub { 0 });
 | ||
| has 'hover'             => (is => 'rw', default => sub { 0 });
 | ||
| has 'range'             => (is => 'rw');
 | ||
| 
 | ||
| # geometric data
 | ||
| has 'qverts'            => (is => 'rw');  # GLVertexArray object
 | ||
| has 'tverts'            => (is => 'rw');  # GLVertexArray object
 | ||
| has 'mesh'              => (is => 'rw');  # only required for cut contours
 | ||
| has 'offsets'           => (is => 'rw');  # [ z => [ qverts_idx, tverts_idx ] ]
 | ||
| 
 | ||
| sub transformed_bounding_box {
 | ||
|     my ($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 epsilon);
 | ||
| use Slic3r::Print::State ':steps';
 | ||
| 
 | ||
| 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 $verts = Slic3r::GUI::_3DScene::GLVertexArray->new;
 | ||
|             $verts->load_mesh($mesh);
 | ||
|             $v->tverts($verts);
 | ||
|         }
 | ||
|     }
 | ||
|     
 | ||
|     $self->volumes_by_object->{$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 $perim_qverts    = Slic3r::GUI::_3DScene::GLVertexArray->new;
 | ||
|     my $perim_tverts    = Slic3r::GUI::_3DScene::GLVertexArray->new;
 | ||
|     my $infill_qverts   = Slic3r::GUI::_3DScene::GLVertexArray->new;
 | ||
|     my $infill_tverts   = Slic3r::GUI::_3DScene::GLVertexArray->new;
 | ||
|     my $support_qverts  = Slic3r::GUI::_3DScene::GLVertexArray->new;
 | ||
|     my $support_tverts  = Slic3r::GUI::_3DScene::GLVertexArray->new;
 | ||
|     
 | ||
|     my %perim_offsets   = ();  # print_z => [ qverts, tverts ]
 | ||
|     my %infill_offsets  = ();
 | ||
|     my %support_offsets = ();
 | ||
|     
 | ||
|     # order layers by print_z
 | ||
|     my @layers = sort { $a->print_z <=> $b->print_z }
 | ||
|         @{$object->layers}, @{$object->support_layers};
 | ||
|     
 | ||
|     foreach my $layer (@layers) {
 | ||
|         my $top_z = $layer->print_z;
 | ||
|         
 | ||
|         if (!exists $perim_offsets{$top_z}) {
 | ||
|             $perim_offsets{$top_z} = [
 | ||
|                 $perim_qverts->size, $perim_tverts->size,
 | ||
|             ];
 | ||
|             $infill_offsets{$top_z} = [
 | ||
|                 $infill_qverts->size, $infill_tverts->size,
 | ||
|             ];
 | ||
|             $support_offsets{$top_z} = [
 | ||
|                 $support_qverts->size, $support_tverts->size,
 | ||
|             ];
 | ||
|         }
 | ||
|         
 | ||
|         foreach my $copy (@{ $object->_shifted_copies }) {
 | ||
|             foreach my $layerm (@{$layer->regions}) {
 | ||
|                 if ($object->step_done(STEP_PERIMETERS)) {
 | ||
|                     $self->_extrusionentity_to_verts($layerm->perimeters, $top_z, $copy,
 | ||
|                         $perim_qverts, $perim_tverts);
 | ||
|                 }
 | ||
|                 
 | ||
|                 if ($object->step_done(STEP_INFILL)) {
 | ||
|                     $self->_extrusionentity_to_verts($layerm->fills, $top_z, $copy,
 | ||
|                         $infill_qverts, $infill_tverts);
 | ||
|                 }
 | ||
|             }
 | ||
|             
 | ||
|             if ($layer->isa('Slic3r::Layer::Support') && $object->step_done(STEP_SUPPORTMATERIAL)) {
 | ||
|                 $self->_extrusionentity_to_verts($layer->support_fills, $top_z, $copy,
 | ||
|                     $support_qverts, $support_tverts);
 | ||
|                 
 | ||
|                 $self->_extrusionentity_to_verts($layer->support_interface_fills, $top_z, $copy,
 | ||
|                     $support_qverts, $support_tverts);
 | ||
|             }
 | ||
|         }
 | ||
|     }
 | ||
|     
 | ||
|     my $obb = $object->bounding_box;
 | ||
|     my $bb = Slic3r::Geometry::BoundingBoxf3->new;
 | ||
|     foreach my $copy (@{ $object->_shifted_copies }) {
 | ||
|         my $cbb = $obb->clone;
 | ||
|         $cbb->translate(@$copy);
 | ||
|         $bb->merge_point(Slic3r::Pointf3->new_unscale(@{$cbb->min_point}, 0));
 | ||
|         $bb->merge_point(Slic3r::Pointf3->new_unscale(@{$cbb->max_point}, $object->size->z));
 | ||
|     }
 | ||
|     
 | ||
|     push @{$self->volumes}, Slic3r::GUI::3DScene::Volume->new(
 | ||
|         bounding_box    => $bb,
 | ||
|         color           => COLORS->[0],
 | ||
|         qverts          => $perim_qverts,
 | ||
|         tverts          => $perim_tverts,
 | ||
|         offsets         => { %perim_offsets },
 | ||
|     );
 | ||
|     
 | ||
|     push @{$self->volumes}, Slic3r::GUI::3DScene::Volume->new(
 | ||
|         bounding_box    => $bb,
 | ||
|         color           => COLORS->[1],
 | ||
|         qverts          => $infill_qverts,
 | ||
|         tverts          => $infill_tverts,
 | ||
|         offsets         => { %infill_offsets },
 | ||
|     );
 | ||
|     
 | ||
|     push @{$self->volumes}, Slic3r::GUI::3DScene::Volume->new(
 | ||
|         bounding_box    => $bb,
 | ||
|         color           => COLORS->[2],
 | ||
|         qverts          => $support_qverts,
 | ||
|         tverts          => $support_tverts,
 | ||
|         offsets         => { %support_offsets },
 | ||
|     );
 | ||
| }
 | ||
| 
 | ||
| sub set_toolpaths_range {
 | ||
|     my ($self, $min_z, $max_z) = @_;
 | ||
|     
 | ||
|     foreach my $volume (@{$self->volumes}) {
 | ||
|         $volume->range([ $min_z, $max_z ]);
 | ||
|     }
 | ||
| }
 | ||
| 
 | ||
| sub _expolygons_to_verts {
 | ||
|     my ($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($tess);
 | ||
| }
 | ||
| 
 | ||
| sub _extrusionentity_to_verts {
 | ||
|     my ($self, $entity, $top_z, $copy, $qverts, $tverts) = @_;
 | ||
|     
 | ||
|     my ($lines, $widths, $heights, $closed);
 | ||
|     if ($entity->isa('Slic3r::ExtrusionPath::Collection')) {
 | ||
|         $self->_extrusionentity_to_verts($_, $top_z, $copy, $qverts, $tverts)
 | ||
|             for @$entity;
 | ||
|         return;
 | ||
|     } elsif ($entity->isa('Slic3r::ExtrusionPath')) {
 | ||
|         my $polyline = $entity->polyline->clone;
 | ||
|         $polyline->remove_duplicate_points;
 | ||
|         $polyline->translate(@$copy);
 | ||
|         $lines = $polyline->lines;
 | ||
|         $widths = [ map $entity->width, 0..$#$lines ];
 | ||
|         $heights = [ map $entity->height, 0..$#$lines ];
 | ||
|         $closed = 0;
 | ||
|     } else {
 | ||
|         $lines   = [];
 | ||
|         $widths  = [];
 | ||
|         $heights = [];
 | ||
|         $closed  = 1;
 | ||
|         foreach my $path (@$entity) {
 | ||
|             my $polyline = $path->polyline->clone;
 | ||
|             $polyline->remove_duplicate_points;
 | ||
|             $polyline->translate(@$copy);
 | ||
|             my $path_lines = $polyline->lines;
 | ||
|             push @$lines, @$path_lines;
 | ||
|             push @$widths, map $path->width, 0..$#$path_lines;
 | ||
|             push @$heights, map $path->height, 0..$#$path_lines;
 | ||
|         }
 | ||
|     }
 | ||
|     Slic3r::GUI::_3DScene::_extrusionentity_to_verts_do($lines, $widths, $heights,
 | ||
|         $closed, $top_z, $copy, $qverts, $tverts);
 | ||
| }
 | ||
| 
 | ||
| sub object_idx {
 | ||
|     my ($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;
 | 
