Merge branch 'main' into perf/slicing-optimizations

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# Adaptive TPMS infill — High Level Design
# Adaptive infill — High Level Design
## Purpose and scope
`tpms_adaptive` grades the sparse infill of the Gyroid, TPMS-D and TPMS-FK
`adaptive_infill_mode` grades the sparse infill of the Gyroid, TPMS-D and TPMS-FK
patterns inside the object: the cells grow continuously from the surface
towards the center of the object. `distance_warp`, `smooth_blend` and
`stepped_shells` follow the distance to the nearest surface, including the top
@@ -10,8 +10,8 @@ and bottom, like concentric shells; `lobes` follows the whole 3D shape towards
the center of each lobe of the object; `normal_z`, `normal_y` and `normal_x`
follow each section of the object normal to that axis, so the grading does not
change along the axis, as suits a profile extruded along it.
`sparse_infill_density` is the density at the surface, `tpms_interior_density`
the density at the center, and `tpms_adaptive_gradient` picks how the density
`sparse_infill_density` is the density at the surface, `adaptive_infill_interior_density`
the density at the center, and `adaptive_infill_gradient` picks how the density
goes from one to the other. Only internal sparse infill is graded; the Gyroid
Z-buckling optimization does not apply to it.
@@ -22,9 +22,9 @@ split into shells or blended between densities.
## Radial field
`TpmsRadialField` gives every point of an object the center of its lobe and a
`AdaptiveInfillField` gives every point of an object the center of its lobe and a
radial coordinate: 0 at the center, 1 at the surface along the ray from the
center. `PrintObject::prepare_tpms_radial_fields()` builds it in
center. `PrintObject::prepare_adaptive_infill_fields()` builds it in
`bridge_over_infill()`, next to the adaptive cubic octree, because the anchoring
infill generated there has to match the printed infill. A field is built for
every mode a region uses, and is shared by the regions using that mode: the
@@ -202,7 +202,7 @@ built for them.
## Constraints
- With `tpms_adaptive` disabled, or for other patterns, the fill parameters are reset
- With `adaptive_infill_mode` disabled, or for other patterns, the fill parameters are reset
to their defaults, so they neither change the infill nor split fill batches.
- `Layer::get_sparse_infill_max_void_area()` uses the sparser of the two
densities, as the voids at the center are that large.
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# Color picker
The color picker is a local HTML dialog hosted by `ColorPickerDialog`, a
`WebViewHostDialog` subclass. Its header and implementation own the ordered
selection contract and shared filament conversion. Bridge validation, favorites
persistence, placement and gettext strings remain private to the implementation.
Its colors use the existing `ColorRGBA` utility.
It uses a native title bar and fixed window border, allowing dragging but no
manual resizing or maximization. Native title-bar colors use the application's
shared dialog dark-theme update on creation and theme changes.
Like SpeedDial, the host disables browser zoom accelerators, restores native
WebView focus on activation and readiness, and synchronizes layout and the macOS
viewport before repainting the backend. Activation never dismisses this modal
dialog; focus restoration preserves an active editor and its partial input.
The initialized page reports
its intrinsic content height; native code validates the current page identifier
and bounded numeric height, converts CSS pixels to device-independent window
size, and fits within the display's work area. Identical sizes are ignored. The
page observes content rather than viewport height, so resizing does not create
a feedback loop; oversized content remains scrollable.
The panel snapshots the triggering color or More Colors button's screen rectangle.
It aligns below the button, flips above when needed, and clamps to that button's
display work area on initial display. Later content and DPI changes update only
the client size, preserving the position chosen by dragging the title bar.
wxGTK clears the dialog's default
parent-centering constraint and reapplies its native position after showing,
bypassing wxGTK's requested-position cache. Absolute top-level placement remains
subject to the window manager; Wayland compositors control it. The official filament palette's
existing placement is independent of this custom panel.
A solid selection contains one color; a gradient contains exactly two ordered
endpoints. The bridge represents these as `{"type":"solid|gradient",
"colors":["#RRGGBBAA", ...]}`. RGB input is also accepted and becomes opaque.
Native validation rejects malformed hex and incorrect cardinality.
The project filament color action and the official filament picker's More Colors
action enable two-endpoint gradients and independent endpoint alpha. The preset
combo box reads project colors in their stored vector order locally and applies
changes through `sync_colour_config`,
retaining the existing RGB/RGBA profile/project formats and dirty marking.
Sidebar gradient and segmented multicolor swatches draw colors in the supplied
order without sorting them.
Opaque colors use `#RRGGBB`; nonopaque colors use `#RRGGBBAA`, including fully
transparent alpha `00`. Initial selections, alpha-only edits and cancellation
retain stored alpha. Ordered
custom results bypass the official palette's `FilamentColor` set. Choosing an
official swatch retains its existing palette behavior.
The Linux sidebar's Change extruder color menu uses this same custom editor and
the filament swatch anchor, including alpha, ordered gradients and configuration syncing.
Striped colors and gradients with more than two endpoints cannot be represented
by this editor. A notice explains that the current selection is retained; the
editor starts from the first color, and unchanged confirmation is a no-op.
Cancellation is also a no-op. If the WebView backend cannot initialize, a local
unavailable panel offers Cancel and Escape, without opening a system color picker.
Generic color option fields use an ordinary color button on every platform and
open the same panel with gradients and alpha disabled. The panel is anchored to
the field button. Empty or invalid field values remain undefined (the empty
string), distinct from opaque black. Right-click resets to undefined. Cancel does
not notify the field; confirmation and reset notify only when its RGB string
changes. Programmatic assignments remain silent, and reading a field never
writes legacy favorites.
AMS material settings retain their fixed/AMS swatches and first-level popup. Only
its custom-color action opens the solid, opaque editor, anchored to that custom
control. The transient popup releases its grab while the modal is open and returns
to the same selection on cancellation. Confirmation uses the existing default-color
and packed RGBA event path. Device permission/status checks remain at the first-level
entry.
Texture import's color-mapping Add Material action opens a solid, opaque editor
anchored to the mapping row. The existing filament limit is checked before opening.
The first-level material popup closes as an action; its callback is copied before
dismissal, so popup destruction does not invalidate the modal's completion path.
Confirmation invokes the existing virtual-filament callback once; cancellation
adds no material.
Native gettext strings are installed at document start. Static page labels and
palette names use stable English keys; RAL codes, channel symbols, and numeric
labels remain data. The palette color values do not depend on the UI language.
The application locale also sets the document language. Numeric editor validation
uses the application's gettext messages, rather than browser language defaults;
missing translations fall back to the stable English keys.
The pure color/state regressions run with
`node --test resources/web/dialog/ColorPickerDialog/colorpicker.test.js`.
Optional real-browser regressions live beside them in
`colorpicker.browser.test.js`. They use an existing Playwright installation
(`ORCA_PLAYWRIGHT_MODULE` can name its module path) and an installed browser
(`ORCA_BROWSER_EXECUTABLE` can name its executable), without adding a production
dependency. They cover bridge initialization, capability combinations, invalid
editor recovery, ordered endpoint alpha, favorites, gettext keys, and live theme
changes. These browser checks complement native contract/persistence tests; they
do not establish the full native modal confirmation and favorites journey.
Gradient and alpha capabilities are independent and default off. Unsupported
gradients are rejected; disabled alpha normalizes the selected result to opaque.
Favorites retain both capabilities independently of the current caller. The page
stores alpha as a byte and only converts to percentage when displaying or editing
opacity, so switching endpoints does not change alpha precision.
The page starts disabled. Each document supplies a page identifier in its ready
message, receives native initialization, and acknowledges it before native code
accepts confirmation or favorite updates. Repeated initialization does not reset
edits, and messages from an obsolete document are ignored. Native WebView message
handling is deferred and guarded by a lifetime token. Only a validated confirmation
sets the optional result. Cancel, Escape and native window close leave it empty.
Favorites belong to application configuration, separately from the selected result,
in the editor configuration returned by `AppConfig::config_path()` under `data_dir()`.
The `color_picker` section has string `version` equal to `1` and a `favorites`
string containing a JSON array of typed selections. Native helpers normalize and
deduplicate this array in order and limit it to 24 entries. Updates replace the
entire section and immediately call `AppConfig::save()`, so accepted favorite
changes survive cancellation. Empty arrays are saved explicitly. Core `AppConfig`
only stores the raw section; color validation belongs to the GUI boundary.
When the section is absent, valid solid colors from `custom_color_list` are imported
once, without changing that legacy section. The legacy native picker saves decimal
`r,g,b,a` byte strings; hexadecimal RGB and RGBA strings are also supported. Migration
strictly validates all four decimal channels and preserves alpha. Gradient strings
and malformed values are ignored. The new version and an empty array are
saved even when there is nothing to import. A present section with an unknown or
missing version is left untouched and disables favorite writes. Malformed version
1 data is displayed as empty and remains on disk until the user explicitly saves
a valid replacement. Other configuration sections and project/profile color
formats are independent of this storage.
Interface colors consume the host's `data-orca-theme` and `--orca-*` contract through
shared styles. The picker opts into scoped global control roles. Application theme
changes update UI surfaces without reloading the page or changing color data.
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# Focus mode (hiding inactive plates) — High Level Design
## Purpose and scope
"Focus mode" is an entry of the canvas menu in the bottom left corner of Prepare. Turned on (eye
lit), the 3D view hides the inactive plates and shows the current plate alone, so a project with
many plates can be worked on one plate at a time. Turned off, every plate is shown. It is a view
setting: it changes nothing in the model, the slice or the project file, and it does not reach
plate thumbnails. The choice is kept in the app config as `focus_mode`, off by default.
Preview needs no such option, as it already draws the current plate alone and has its own plate
toolbar. The assembly view and the Design tab do not lay objects out on plates, so the entry is
disabled there.
## What is shown
The current plate is drawn with its bed, label and icons; the other plates are not drawn at all. The
world axes, which Prepare draws at the corner of the first plate, move to the corner of the current
plate, where Preview draws them.
An object instance is shown when its footprint, the XY bounding box of the convex hulls of its
volumes, overlaps the current plate, or when it is selected. The test is made per instance, so the
parts of an object are shown or hidden together, and a wipe tower follows its plate the same way.
It is geometric rather than the plate membership `PartPlateList` keeps, because an instance stays on
the plate it was first placed on: an object of another plate that reaches over this one, or one too
large for any plate, would otherwise be invisible while it takes room on the current plate. A
selected instance stays visible so that what a selection or a gizmo acts on is never hidden, for
instance an object picked in the object list on another plate.
## Hiding
A hidden object is neither drawn nor picked. `GLCanvas3D::_update_inactive_plates_visibility()`
runs at the start of each frame of Prepare. It clears `GLVolume::is_active` on the volumes of the
hidden instances and deactivates their raycasters, which every render pass, the hover and rectangle
selection, the shadow and center of mass markers already respect. It also deactivates the raycasters
of the other plates, whose icons would otherwise still take clicks where nothing is drawn. The state
persists between frames, so the raycasts made while handling the mouse, such as the anchor of a pan,
see the same scene as the frame.
Other features clear `is_active` too: gizmos hide the objects they do not edit and show them all
again when they close. `GLVolume::on_hidden_plate` records which volumes this update hid, so it only
shows again what it hid itself, and it waits for a gizmo that hides objects to close before doing
so. A volume another feature made active again is hidden again on the next frame. While Focus mode
is off and nothing is left hidden, the update returns at once.
## Switching plates
The other plates cannot be clicked while Focus mode hides them, so a compact counterpart of the Preview
plate toolbar takes their place: a column of plate thumbnails in the top left corner, below the top
toolbar, shown when the project has more than one plate and no gizmo is open. The thumbnails are the
ones the Preview toolbar shows (`PartPlate::thumbnail_data`); the canvas rebuilds its textures when
`Plater::plate_toolbar_image_version()` changes, a counter each consumer tracks on its own so that the
Preview toolbar's dirty flag is left alone. That counter moves after almost every edit, so the
thumbnail of the current plate, the only one edited while the others are hidden, is drawn again each
time, and the other plates' only once an edit to them has invalidated theirs. The current plate has an
accent border, a hovered one the gray border of the Preview toolbar, empty plates are dimmed and the
plate number sits in the corner; the tooltip gives the plate name. A click selects the plate and
clears the selection, as a click on a plate row of the object list does. The column scrolls when it
does not fit above the 3D navigator or the canvas toolbar. Its scrollbar works as the Preview
toolbar's, with which it shares its style: it shows only while the mouse is over the column or drags
the bar, and the mouse wheel scrolls the column either way.
Whatever selects a plate while the others are hidden, the camera moves its target over the new plate
and keeps its angle, distance and height (`PartPlateList::select_plate()`), so the plate comes into
view where the previous one was. A zoom to all plates, as after loading a project or adding a plate,
frames the current plate instead. Turning Focus mode on does the same, so the current plate fills the view.
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@@ -53,6 +53,13 @@ Space counts as typing. The speed dial's default is the one bare Space, and
`MainFrame` leaves it to a focused control that uses Space itself (text fields, buttons,
combo boxes), so it opens the dial from the canvases and the tab strip only.
`MainFrame::handle_global_shortcut` skips a chord that `KeyChord::edits_text()` reports
while a text field has the focus (a wx text entry, spin control, web view or ImGui
InputText), and skips every chord while an ImGui modal is open, as a wx modal dialog
would. `ImGuiWrapper::owns_key()` reads the active InputText and the popup stack
directly, since `WantCaptureKeyboard` lags a frame, and is called only when the focus is on
a visible canvas from `OpenGLManager::create_wxglcanvas()`.
## Which event a chord matches
Letters, digits and special keys match on `wxEVT_KEY_DOWN`. Its key codes do not depend
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# Mesh repair — High Level Design
## Purpose and scope
Mesh repair turns a broken triangle mesh into closed, outward oriented shells that bound a solid, so that the
mesh slices predictably and the other mesh tools (booleans, cut, painting) get valid input. It runs on demand:
the *Fix Model* command of the context menu of an object or part and of the warning icon in the object list, *Fix
All* and *Fix All Plates* in the context menu of a plate, the prompt the Cut tool shows when a cut leaves open edges,
the *Repair and import* choice of texture import, and the `--repair` option of the command line. It is built on CGAL
and is the only repair the application has, on every platform.
`repair_mesh()` in `src/libslic3r/MeshRepair.cpp` does the work on one `TriangleMesh`, and `ModelVolume::repair()`
applies it to a part: it replaces the mesh only when the repair changed it, and remaps or drops the painting of a
replaced mesh. The GUI side, `fix_model_with_cgal_gui()` in `src/slic3r/Utils/FixModelByCgal.cpp`, runs it on a
worker thread for each volume of an object, or for one volume, behind a progress dialog. `repair_mesh()` reports its
progress between stages through a callback, which cancels the repair by throwing.
## What the repaired mesh is
The repair keeps what the slicer would print from the input. The slicer fills a layer where the winding number of
the input surface is not zero (`MeshSlicingParams::SlicingMode::Regular` uses Clipper's nonzero fill rule), so:
- Shells crossing each other print as their union. The repair keeps them as separate shells, as the parts of an
object are kept, and makes each of them an outward oriented solid.
- A shell inside a solid that is oriented like it adds nothing, and the repair removes it.
- A shell inside a solid that is oriented inward is a cavity, and stays one.
- A whole mesh turned inside out prints as a solid, and the repair turns it outward.
On top of that, it closes holes and cracks, gives inconsistently oriented triangles the orientation of their
neighbours, drops degenerate, duplicate and stray flat geometry, and removes small self-intersections inside a shell,
such as slivers and folds. Where none of this applies, it reports the mesh as unmodified and the caller keeps the
original mesh, its painting and its object id.
A volume is repaired in place and is never split into several parts: splitting by connectivity would turn a cavity
into a separate solid part and fill it. Each solid of the result is a shell of its own, so *Split to parts* still
separates them. Open pieces of the input whose borders meet exactly, which are pieces of one surface rather than
solids, come out as the one shell they form.
## Pipeline
The input is treated as a triangle soup. Every stage after the first only runs on what the previous ones could
not settle, so a valid mesh passes through quickly.
### Valid parts first
Parts of the input that are connected by vertex indices and are already closed, consistently oriented 2-manifolds
skip the soup stages and go straight to the shell stages. Merging their points with coincident points of other
parts would only make non-manifold junctions out of solids that touch, for example parts of an assembly exported
together or voxels written as separate cubes.
### Soup clean-up
The rest of the soup has its coincident points merged. Triangles with repeated corners are dropped. Coincident
triangles of opposite orientation are a wall between two solids touching face to face, so they cancel in pairs;
of the remaining copies of a triangle one is kept. A connected region that would vanish entirely through
cancelling is a two-sided export instead (every face written in both orientations), and keeps one copy of each
triangle.
Open edges then get their vertices welded within a tolerance of 1e-4 of the bounding box diagonal, which closes the
cracks some exporters leave between triangles that should share corners. A vertex is never welded further than a
quarter of its shortest edge, so welding cannot collapse fine detail. A soup that stays mostly open after welding has
cracks wider than that tolerance, and is welded again with ten and then a hundred times the tolerance.
### Work units
The soup is cut into units repaired independently and in parallel: its connected parts, except that open parts whose
bounding boxes touch share a unit, so that cracks and T-junctions between separately exported patches still close.
### Building the mesh
A unit whose edges are each shared by at most two triangles, running in opposite directions, and whose vertices each
have a single fan of triangles, becomes a `Surface_mesh` directly. Any other unit is oriented first. Triangles are
flipped so that neighbours across an edge shared by two of them agree, each part keeping the orientation the
majority of its area had, which keeps inward oriented cavities inward. Edges where that is impossible or that more
than two triangles share are cut, and each fan of triangles around a vertex gets its own copy of the vertex. If that
still leaves an invalid mesh, CGAL's `orient_polygon_soup()` orients the unit instead, and the parts it flipped
against their majority are reversed back. The linear pass exists because `orient_polygon_soup()` is several times
slower on large soups that need only a few fixes.
### Closing
Compatible borders are stitched, parts that can be stitched once reversed are merged, and borders still open are
snapped onto each other within the weld tolerance, which closes T-junctions. Exactly degenerate faces are removed.
Holes are filled last. Planar border loops that face each other in one plane, one inside the other, bound a single
region, such as a missing annulus at the end of a tube or a cap with features standing on it. Such a group is
triangulated at once with a 2D constrained Delaunay triangulation that fills only the faces at odd nesting depth,
so the openings inside the region stay open. The patch is used only if it closes every loop with the orientation
of the triangles around it. Every other loop is filled on its own with `triangulate_hole()`, which uses a 2D
constrained Delaunay triangulation when the loop is planar. Otherwise it searches the best triangulation among all
triangles over the loop for loops of up to 100 edges, and among the triangles of a 3D Delaunay triangulation for
longer ones, as the full search is cubic in the length of the loop. Beyond 200 edges the full search is not even
used as a fallback, and a fan around the loop's centroid closes a loop nothing else could.
The closed unit is split into its shells. The largest stays in place and the others are copied out, as converting
the whole mesh again costs seconds on large models.
### Shells
The shells of all units, together with the valid parts set aside at the start, are handled independently and in
parallel. Shells enclosing no volume, which hole filling makes out of stray flat patches, are dropped.
Self-intersections inside a shell are removed locally with `experimental::remove_self_intersections()`, which
remeshes the region around them. It is used only for local defects: a shell whose intersections involve more than
5 % of its faces is left as it is, and a result that changes the enclosed volume by more than 0.1 % is undone. On
heavily overlapping ornamental models the remeshing otherwise cuts parts down to slivers, while on genuine defects
it changes the volume by thousandths of a percent. Overlaps left in place slice correctly. Remeshing can cut
small pieces off a shell, so a shell it changed is split again and its pieces enclosing no volume are dropped.
Shells crossing others are found through their bounding boxes and an AABB tree per shell, and are made outward
oriented solids. For every other shell the winding number just outside it is summed from the orientation of the
shells containing it, tested from a point on its largest face. The shell bounds the solid only if the winding
number is zero on exactly one of its sides; it is then oriented so that the solid is inside, or dropped otherwise.
Crossing shells are not united. Slicing unites them anyway, uniting them exactly costs tens of seconds on models
made of many overlapping pieces, and it would fuse parts that *Split to parts* should keep apart.
## Robustness
The repair avoids `experimental::autorefine_and_remove_self_intersections()` and corefinement, which can crash on
messy input, and uses only steps whose failures it can detect. A step that fails keeps its input. CGAL precondition
failures surface as `repair_mesh()` returning false with the message as the error. The output is written in float,
as every mesh in the application is.
The result does not depend on thread scheduling. `libslic3r_cgal` is built with `CGAL_LINKED_WITH_TBB`. Units and
shells are processed in parallel, but each on its own data, and their results are gathered in a fixed order;
sorts compare complete keys, and the detected self-intersections are put in order before they are used. Snapping
stays sequential, as its parallel version gives different results from run to run. Holes are filled with the full
search wherever it is affordable, because the search among Delaunay triangles can choose between equally good fills
differently from run to run, so only non-planar holes of more than 100 edges may still vary. On some inputs
`experimental::remove_self_intersections()` itself places a few vertices differently from run to run.
## Verification
`tests/libslic3r/test_mesh_repair.cpp` covers each kind of defect above on small meshes with known volumes.
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@@ -15,8 +15,9 @@ Outlines of centerlines that cross each other overlap at every crossing, which
over-extrudes the wall intersections. The line-crossing patterns Grid,
Triangles, Tri-hexagon and Cubic therefore build centerlines that never cross
(`FillRectilinear::fill_surface_trapezoidal()`), and so do Adaptive Cubic and
Support Cubic (`FillAdaptive`); the other patterns outline their usual
centerlines.
Support Cubic (`FillAdaptive`). 3D Honeycomb skips `multiline_fill()` and draws
its N lines itself as parallel copies of each wave, which never cross
(`Fill3DHoneycomb`). The other patterns outline their usual centerlines.
## Non-crossing centerlines
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@@ -82,9 +82,7 @@ there.
strong point is placed, no later strong modifier and no weak modifier is
processed for that perimeter.
- **Weak:** every weak modifier applies. They are applied from the lowest
priority to the highest, so the highest one overwrites overlapping zones. A
Blocked modifier that fully contains a perimeter is the exception: it is
skipped there (see [Full containment](#full-containment)).
priority to the highest, so the highest one overwrites overlapping zones.
A strong modifier without a usable segment, even one whose fragments were all
discarded, passes the turn to the next one.
@@ -232,20 +230,23 @@ begin and end positions on the source contour.
### Full containment
A modifier that covers the whole perimeter has no boundaries on it. The policy
follows seam painting, where painting a whole perimeter green is a meaningful
choice and forbidding the seam all round is not:
follows seam painting, where a whole perimeter can be painted in either color:
- **Seam Enforced** types the whole perimeter, like a perimeter painted green all
round, with subdivision applied as described under [Weak modifiers](#weak-modifiers).
- **Seam Neutral** types the whole perimeter Neutral, like an unmarked perimeter,
clearing painting and lower zones.
- **Seam Blocked** is skipped for the perimeter, with the full-containment
warning. The seam cannot avoid the whole perimeter, so the modifier does not
override anything below it: lower zones and painting stay in effect.
- **Seam Center, Left and Right** are skipped with the same warning: there is no
intersection to place the point on.
- **Seam Blocked** types the whole perimeter Blocked, like a perimeter painted
red all round, overriding painting and lower zones. The seam cannot avoid such
a perimeter: the seam placer compares Blocked candidates with each other like
Neutral ones, so the seam is placed as on an unmarked perimeter. If the
perimeter stays Blocked after all weak zones, it is reported in the user
warning (see [Diagnostics and warnings](#diagnostics-and-warnings)), so the
user can check the modifier.
- **Seam Center, Left and Right** are skipped with the full-containment warning:
there is no intersection to place the point on.
Enforced and Neutral take part in the usual priority order (see
Enforced, Neutral and Blocked take part in the usual priority order (see
[Weak modifiers](#weak-modifiers)).
The perimeter is fully contained when the united intervals cover every source
@@ -311,9 +312,9 @@ into every perimeter that has a strong seam.
`collect_weak_modifier_segments()` extracts the segments of every weak modifier
before the polygon is modified, so all positions refer to the same contour. Each
segment becomes a zone with a type and two boundaries, kept in application
order, lowest priority first. Full containment of an Enforced or Neutral
modifier becomes a whole-perimeter zone at its place in that order: it has no
boundaries and takes part in no insertion or helper step below. The boundaries
order, lowest priority first. Full containment of a weak modifier becomes a
whole-perimeter zone at its place in that order: it has no boundaries and takes
part in no insertion or helper step below. The boundaries
carry their positions on the source contour; these remain as provenance after
insertion and are not indices into the modified polygon.
@@ -384,9 +385,10 @@ G-code export issues it as one non-critical warning with the ID
`SlicingPreciseSeamWarning`. It is a single line, "Precise Seam: <causes>. Seam
placement may differ from expected.", because the export warnings dialog shows
only the first line of each warning. Repeated warning events replace the
notification instead of appending to it. Except for the "had no effect" cause,
the causes name the modifier types involved, as the menu names them, in menu
order and each type once, for example "(Seam Left, Seam Enforced)".
notification instead of appending to it. Except for the "covers an entire
perimeter" and "had no effect" causes, the causes name the modifier types
involved, as the menu names them, in menu order and each type once, for example
"(Seam Left, Seam Enforced)".
The causes are:
- **failed to process some intersections (types):** at least one fragment was
@@ -395,8 +397,18 @@ The causes are:
a Seam Center, Left or Right modifier had more than one segment on a
perimeter (see [Strong modifiers](#strong-modifiers)).
- **a perimeter is fully inside a modifier, the modifier was not applied to it
(types):** a Seam Center, Left, Right or Blocked modifier was skipped for a
(types):** a Seam Center, Left or Right modifier was skipped for a
perimeter (see [Full containment](#full-containment)).
- **Seam Blocked modifier "<name>" of "<object>" covers an entire perimeter:**
a Seam Blocked modifier covered a whole perimeter (see
[Full containment](#full-containment)). Only perimeters whose candidates are
all Blocked after all weak zones contribute to this warning, and only through
the zone in effect there: `apply_weak_modifiers_to_perimeter()` checks the
final types and flags the modifier of the highest whole-perimeter zone when it
is Blocked. A lower whole zone is overwritten by it and is not reported. Only
the first flagged modifier in print and volume order is named, followed by
"(N in total)" when there are several. The type name reuses the menu's
translation.
- **modifier "<name>" of "<object>" had no effect on the seam (it might not reach
the centerline of the printed perimeter):** a modifier was evaluated on at
least one perimeter and never gave a segment, full containment or a discarded
@@ -420,6 +432,8 @@ The log records the following diagnostic markers:
- `[PreciseSeamNoEffect]` for every modifier of the "had no effect" cause, with
the object and modifier names. Unlike the user warning, the log lists all of
them.
- `[PreciseSeamFullyBlocked]` for every modifier of the "covers an entire
perimeter" cause, listed the same way.
Failures and recoveries are counted separately. The first 10 of each per
`init()` call are logged in detail, in parallel processing order; if a limit is
@@ -563,12 +577,14 @@ last modifier would.
priorities, weak boundaries that coincide or share an edge, enforced
subdivision, whole-perimeter weak zones with painting and priorities, weak
zones over painting's oversampled candidates, the warning type masks, usage
tracking for the "had no effect" warning, volume sorting of strong and weak
groups, restoration of strong points after alignment, raft layer indexing and
structured slices. End-to-end tests slice a real object with Precise Seam
tracking for the "had no effect" and whole-perimeter Blocked warnings, volume
sorting of strong and weak groups, restoration of strong points after
alignment, raft layer indexing and structured slices. End-to-end tests slice
a real object with Precise Seam
volumes and check the outer wall starts in the exported G-code: every strong
mode under several seam positions and with a raft, Enforced and Blocked zones,
a modifier with a hole, and the user warning.
a perimeter blocked all round under every seam position, a modifier with a
hole, and the user warning.
- [Seam placer tests](../../tests/fff_print/test_seam_placer.cpp) cover
enforced-patch selection independent of the contour start, fully painted
contours, duplicate removal, and `Print::apply()` synchronization through type
+131
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@@ -0,0 +1,131 @@
# Tooltip illustrations
The texture-displacement panel's tooltips can carry a picture under their text: a still image, or a
short animation that loops while the tooltip is open. Several settings in that panel describe a shape
rather than a number - what Rotation turns, what Tile repeats, what Invert turns inside out - and a
sentence about a shape is read twice and understood once.
## Where a tooltip is drawn
`GLGizmoTextureDisplacement::panel_tooltip()` replaces `ImGuiWrapper::tooltip()` throughout the panel.
It differs in two ways.
It places the tooltip beside the panel instead of under the mouse. The panel is pinned to the right
edge of the canvas, so a tooltip following the mouse covers the control it is explaining, and one
carrying a picture covers most of the panel with it. The tooltip goes to the left of
`m_tooltip_anchor_min`/`_max` - the panel's own screen rectangle, or the texture picker's while that
popup is up and the tooltip comes from inside it - and to the right only when there is no room on the
left. This is the placement the picker popup itself already uses.
ImGui normally keeps a tooltip glued to the mouse and ignores `SetNextWindowPos()`. Orca's imgui
branch honours a position set for a tooltip (see the `ImGuiWindowFlags_Tooltip` branch of `Begin()` in
`deps_src/imgui/imgui.cpp`) and still clamps the result inside the canvas, which is what keeps a tall
tooltip near the bottom edge on screen.
It also gives the tooltip a fixed width rather than one derived from its text, because a picture has
to be laid out against something, and a column of tooltips that are all one width is steadier to read.
## Where the pictures live
`resources/images/texture_displacement/`, as PNG, JPG, BMP or GIF. A tooltip names them by file:
```cpp
hover_tip(_u8L("Repeats the texture across the painted area. ..."),
{ { "tile_off.png", _L("Off") }, { "tile_on.png", _L("On") } });
```
Several in one tooltip are laid out side by side at equal widths, which is how a setting is shown as a
comparison - the same model at two values of it. The caption under each is translated; the file name
is not.
A file that is missing or will not decode is skipped, and a tooltip whose pictures are all missing is
exactly the text tooltip it was before. So the art for a tooltip can land after the tooltip does, and
a half-finished set never breaks the panel.
## When a tooltip appears
A tooltip waits for the pointer to rest on its control for 0.45 s. The panel is dense and the tooltip
lands on the model beside it, so with no wait a sweep from the top of the panel down to Bake flashes a
dozen large panels over the scene. Once one has just been up, the wait drops to 0.1 s for 0.7 s
afterwards, so reading several settings in a row stays quick - but not to zero, or that same sweep
would flash again the moment one tooltip had been seen.
No tooltip appears at all while a control is being used - a slider dragged, a value typed into one, a
combo open, a layer card being dragged. The pointer sits on the very thing being edited, so a tooltip
there covers the model exactly while the user is watching it change. The full wait comes back
afterwards rather than the short one: having just let go of a slider is not a reason to be shown a
picture of it.
A pointer resting on a control produces no events, and the canvas only renders when something asks it
to, so the wait has to ask for its own frames, and so does an animation once one is on screen. So does
a tooltip that has just appeared, animated or not: ImGui hides a window on the first frame it is
submitted while it measures it, and does so every time a tooltip reappears because those windows are
recycled, so the frame a tooltip is decided on is never the frame it is seen on. Both use
`GLCanvas3D::request_extra_frame()`, which ends `on_idle()` with `evt.RequestMore()` and so obliges wx
to deliver the next idle. `schedule_extra_frame()` is not enough on its own: it only arranges a timer
whose event an idle event is assumed to follow, and on_idle renders nothing unless the canvas was
already dirty when it ran. Asking for frames as fast as they come is safe here because which frame is
drawn comes from the clock, not from the frame count, so a redraw that arrives early simply draws the
same frame again.
## Decoding and playback
`slic3r/GUI/AnimatedTexture.hpp` decodes a file once and uploads one GL texture per frame. Stills go
through `wxImage`; GIFs go through `wxGIFDecoder`, whose raw palette indices are composited here frame
by frame, replaying the disposal method each frame asks for. That replay is what makes an animation
look continuous: a GIF frame is a sub-rectangle drawn over what came before it, so an animation that
only re-sends the pixels that changed draws as a flicker of disconnected patches without it.
A frame delay of 0 or 1 hundredths of a second is read as 100 ms, the convention browsers settle on,
so an animation authored against that plays at the speed it was authored at.
The animation restarts when its tooltip opens, rather than running off a free-running clock: these are
short loops of one setting going from one value to another, and joining one halfway through shows the
end of a change the user never saw the start of.
Which frame is drawn is measured on a real clock, not `ImGui::GetTime()`. Nothing in OrcaSlicer ever sets
`io.DeltaTime`, so it keeps imgui's default of 1/60 per frame and imgui's clock counts frames rather
than seconds. On a canvas that renders only when asked, that is not a clock at all: an animation driven
by it crawls while the canvas is idle and races while a moving mouse is rendering it flat out.
## Making one
`scripts/gen_texture_displacement_tips.py` draws the lot, in four languages, picked by what the
setting actually is:
- **A shaded relief**, for the settings that are about a pattern: Depth, Tile, Tile size, Rotation,
Repeat/Mirror, Smoothing, Edge fade, Invert, Blend and the Normal, Fast, Checker and Distortion
views. One motif - a ring inside a square frame - runs through all of them, because using one shape
everywhere is what lets two pictures be compared: whatever differs between them is the setting,
since nothing else is.
- **A flat mesh of triangles**, for the settings that are about the mesh or about a tool: the paint
tools, brush size, the connected-area fill, subdivision, feature-adaptive refinement, remeshing,
hard edges, slivers and the wireframe view. These carry the one accent colour in the set, meaning
"painted", because that is the only thing in such a picture that is not geometry.
- **A section**, for Midlevel and for smoothing the geometry. The reason generalises: shading reads
slopes, so a height field moved up or down as a whole shades identically to where it started, and
any setting whose meaning is *where the surface sits relative to where it was* is invisible from
above and has to be drawn from the side.
- **A flat ramp of greys**, for Mix filaments, Mixed colors and Denoise. Those are about which
filament a spot ends up as; lighting one would only add a second thing changing between two
pictures meant to differ in one.
The five Mapping pictures are one ball with a checker laid on it five ways, which is the whole of what
choosing a projection does - except Unwrap, which is not a projection onto the model at all and so is
drawn as the flat layout it produces.
Captures of the real tool are still the first choice for anything involving a real model or real
filament colour: Bake, the mixed-colour count on a photograph, Adjust placement, the frame window and
the UV editor's seam tool have no picture yet for that reason.
Either way:
- Square, around 256 px (192 for an animation, where every frame ships). The tooltip is about 20 em
wide, so that is roughly native size on a 100% display and downscales cleanly above it. A single
picture is capped at 10 em tall and centred, two side by side take half the width each.
- Neutral grey. These say what a shape does; colour in one reads as a third thing the setting does,
and has to work against both themes.
- Animations loop seamlessly and stay short - 16 frames at 100 ms, under about 150 KB. They sit in
`resources/`, which ships with every copy of the application. A sweep driven by a cosine over the
frame count loops with no step, since it starts and ends at the same value and the same rate.
- No text in the picture. Captions are translated; pixels are not.