mirror of
https://github.com/OrcaSlicer/OrcaSlicer.git
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Sync most of the gizmos with latest PrusaSlicer
This commit is contained in:
committed by
Noisyfox
parent
049dfd3e08
commit
1561d65712
@@ -1,4 +1,7 @@
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// Include GLGizmoBase.hpp before I18N.hpp as it includes some libigl code, which overrides our localization "L" macro.
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///|/ Copyright (c) Prusa Research 2019 - 2023 Oleksandra Iushchenko @YuSanka, Lukáš Matěna @lukasmatena, Enrico Turri @enricoturri1966, Filip Sykala @Jony01, Vojtěch Bubník @bubnikv
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///|/
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///|/ PrusaSlicer is released under the terms of the AGPLv3 or higher
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///|/
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#include "GLGizmoFlatten.hpp"
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#include "slic3r/GUI/GLCanvas3D.hpp"
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#include "slic3r/GUI/GUI_App.hpp"
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@@ -22,53 +25,39 @@ GLGizmoFlatten::GLGizmoFlatten(GLCanvas3D& parent, const std::string& icon_filen
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bool GLGizmoFlatten::on_mouse(const wxMouseEvent &mouse_event)
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{
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if (mouse_event.Moving()) {
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// only for sure
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m_mouse_left_down = false;
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return false;
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}
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if (mouse_event.LeftDown()) {
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if (m_hover_id != -1) {
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m_mouse_left_down = true;
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Selection &selection = m_parent.get_selection();
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if (selection.is_single_full_instance()) {
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// Rotate the object so the normal points downward:
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selection.flattening_rotate(m_planes[m_hover_id].normal);
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m_parent.do_rotate(L("Gizmo-Place on Face"));
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wxGetApp().obj_manipul()->set_dirty();
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}
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return true;
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}
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// fix: prevent restart gizmo when reselect object
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// take responsibility for left up
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if (m_parent.get_first_hover_volume_idx() >= 0) m_mouse_left_down = true;
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} else if (mouse_event.LeftUp()) {
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if (m_mouse_left_down) {
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// responsible for mouse left up after selecting plane
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m_mouse_left_down = false;
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return true;
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}
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} else if (mouse_event.Leaving()) {
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m_mouse_left_down = false;
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}
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else if (mouse_event.LeftUp())
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return m_hover_id != -1;
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return false;
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}
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void GLGizmoFlatten::data_changed()
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void GLGizmoFlatten::data_changed(bool is_serializing)
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{
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const Selection & selection = m_parent.get_selection();
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const ModelObject *model_object = nullptr;
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int instance_id = -1;
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if (selection.is_single_full_instance() ||
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selection.is_from_single_object() ) {
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model_object = selection.get_model()->objects[selection.get_object_idx()];
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instance_id = selection.get_instance_idx();
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}
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set_flattening_data(model_object);
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set_flattening_data(model_object, instance_id);
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}
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bool GLGizmoFlatten::on_init()
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{
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// BBS
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m_shortcut_key = WXK_CONTROL_F;
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return true;
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}
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@@ -111,7 +100,7 @@ void GLGizmoFlatten::on_render()
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if (selection.is_single_full_instance()) {
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const Transform3d& inst_matrix = selection.get_first_volume()->get_instance_transformation().get_matrix();
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Transform3d model_matrix = Geometry::assemble_transform(selection.get_first_volume()->get_sla_shift_z() * Vec3d::UnitZ()) * inst_matrix;
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const Transform3d model_matrix = Geometry::translation_transform(selection.get_first_volume()->get_sla_shift_z() * Vec3d::UnitZ()) * inst_matrix;
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const Transform3d view_model_matrix = camera.get_view_matrix() * model_matrix;
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shader->set_uniform("view_model_matrix", view_model_matrix);
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@@ -119,7 +108,6 @@ void GLGizmoFlatten::on_render()
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if (this->is_plane_update_necessary())
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update_planes();
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for (int i = 0; i < (int)m_planes.size(); ++i) {
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m_planes_casters[i]->set_transform(model_matrix);
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m_planes[i].vbo.model.set_color(i == m_hover_id ? GLGizmoBase::FLATTEN_HOVER_COLOR : GLGizmoBase::FLATTEN_COLOR);
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m_planes[i].vbo.model.render();
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}
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@@ -139,7 +127,7 @@ void GLGizmoFlatten::on_register_raycasters_for_picking()
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if (!m_planes.empty()) {
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const Selection& selection = m_parent.get_selection();
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const Transform3d matrix = Geometry::assemble_transform(selection.get_first_volume()->get_sla_shift_z() * Vec3d::UnitZ()) *
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const Transform3d matrix = Geometry::translation_transform(selection.get_first_volume()->get_sla_shift_z() * Vec3d::UnitZ()) *
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selection.get_first_volume()->get_instance_transformation().get_matrix();
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for (int i = 0; i < (int)m_planes.size(); ++i) {
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@@ -155,9 +143,9 @@ void GLGizmoFlatten::on_unregister_raycasters_for_picking()
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m_planes_casters.clear();
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}
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void GLGizmoFlatten::set_flattening_data(const ModelObject* model_object)
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void GLGizmoFlatten::set_flattening_data(const ModelObject* model_object, int instance_id)
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{
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if (model_object != m_old_model_object) {
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if (model_object != m_old_model_object || instance_id != m_old_instance_id) {
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m_planes.clear();
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on_unregister_raycasters_for_picking();
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}
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@@ -237,9 +225,7 @@ void GLGizmoFlatten::update_planes()
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}
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// Let's prepare transformation of the normal vector from mesh to instance coordinates.
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Geometry::Transformation t(inst_matrix);
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Vec3d scaling = t.get_scaling_factor();
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t.set_scaling_factor(Vec3d(1./scaling(0), 1./scaling(1), 1./scaling(2)));
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const Matrix3d normal_matrix = inst_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
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// Now we'll go through all the polygons, transform the points into xy plane to process them:
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for (unsigned int polygon_id=0; polygon_id < m_planes.size(); ++polygon_id) {
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@@ -247,7 +233,7 @@ void GLGizmoFlatten::update_planes()
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const Vec3d& normal = m_planes[polygon_id].normal;
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// transform the normal according to the instance matrix:
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Vec3d normal_transformed = t.get_matrix() * normal;
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const Vec3d normal_transformed = normal_matrix * normal;
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// We are going to rotate about z and y to flatten the plane
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Eigen::Quaterniond q;
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@@ -260,7 +246,7 @@ void GLGizmoFlatten::update_planes()
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// And yes, it is a nasty thing to do. Whoever has time is free to refactor.
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Vec3d bb_size = BoundingBoxf3(polygon).size();
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float sf = std::min(1./bb_size(0), 1./bb_size(1));
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Transform3d tr = Geometry::assemble_transform(Vec3d::Zero(), Vec3d::Zero(), Vec3d(sf, sf, 1.f));
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Transform3d tr = Geometry::scale_transform({ sf, sf, 1.f });
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polygon = transform(polygon, tr);
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polygon = Slic3r::Geometry::convex_hull(polygon);
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polygon = transform(polygon, tr.inverse());
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@@ -365,6 +351,7 @@ void GLGizmoFlatten::update_planes()
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m_first_instance_scale = mo->instances.front()->get_scaling_factor();
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m_first_instance_mirror = mo->instances.front()->get_mirror();
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m_old_model_object = mo;
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m_old_instance_id = m_c->selection_info()->get_active_instance();
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// And finally create respective VBOs. The polygon is convex with
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// the vertices in order, so triangulation is trivial.
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@@ -378,18 +365,24 @@ void GLGizmoFlatten::update_planes()
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for (size_t i = 1; i < plane.vertices.size() - 1; ++i) {
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its.indices.emplace_back(0, i, i + 1); // triangle fan
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}
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plane.vbo.model.init_from(its);
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if (Geometry::Transformation(inst_matrix).is_left_handed()) {
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// we need to swap face normals in case the object is mirrored
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// for the raycaster to work properly
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for (stl_triangle_vertex_indices& face : its.indices) {
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if (its_face_normal(its, face).cast<double>().dot(plane.normal) < 0.0)
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std::swap(face[1], face[2]);
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}
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}
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plane.vbo.mesh_raycaster = std::make_unique<MeshRaycaster>(std::make_shared<const TriangleMesh>(std::move(its)));
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// FIXME: vertices should really be local, they need not
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// persist now when we use VBOs
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plane.vertices.clear();
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plane.vertices.shrink_to_fit();
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// vertices are no more needed, clear memory
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plane.vertices = std::vector<Vec3d>();
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}
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on_register_raycasters_for_picking();
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}
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bool GLGizmoFlatten::is_plane_update_necessary() const
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{
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const ModelObject* mo = m_c->selection_info()->model_object();
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