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https://github.com/OrcaSlicer/OrcaSlicer.git
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1
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
682814878d |
@@ -1,18 +1,10 @@
|
||||
# ccache does not parse the -clang: arguments CMake uses for clang-cl's gcc-style
|
||||
# depfile, so a cache hit writes the object and no depfile, and Ninja then records
|
||||
# no headers for that object. ccache reproduces /showIncludes output on a hit.
|
||||
#
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||||
# Clang also records the modification time of every input in a precompiled header
|
||||
# and rejects the header once one differs. ccache caches the compile that creates
|
||||
# the header, so a tree that regenerates cmake_pch.cxx gets back a header stamped
|
||||
# with the old file's time, and every compile that uses it fails. The build system
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||||
# already rebuilds the header when an input changes. This covers the dependencies,
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||||
# such as wxWidgets; PrecompiledHeader.cmake does the same for OrcaSlicer's targets.
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||||
foreach (_lang C CXX)
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||||
if (CMAKE_${_lang}_COMPILER_ID STREQUAL "Clang" AND
|
||||
CMAKE_${_lang}_COMPILER_FRONTEND_VARIANT STREQUAL "MSVC")
|
||||
set(CMAKE_DEPFILE_FLAGS_${_lang} "/showIncludes")
|
||||
set(CMAKE_${_lang}_DEPFILE_FORMAT msvc)
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||||
list(APPEND CMAKE_${_lang}_COMPILE_OPTIONS_CREATE_PCH -Xclang -fno-pch-timestamp)
|
||||
endif ()
|
||||
endforeach ()
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" viewBox="0 0 16 16"><path d="M2.5,2.5h11v11h-11z" style="fill:none;stroke:#949494;stroke-linecap:round;stroke-linejoin:round"/><path d="M8,2.5v11M2.5,8h11" style="fill:none;stroke:#949494;stroke-dasharray:1.5,1.5"/><path d="M4.5,11.5l3.5-6l3.5,6z" style="fill:#009688"/></svg>
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||||
|
Before Width: | Height: | Size: 340 B |
@@ -1,6 +1,6 @@
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||||
{
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||||
"name": "Qidi",
|
||||
"version": "02.04.00.17",
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||||
"version": "02.04.00.16",
|
||||
"force_update": "0",
|
||||
"description": "Qidi configurations",
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||||
"machine_model_list": [
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|
||||
@@ -83,7 +83,7 @@
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||||
"extruder_clearance_height_to_lid": "120",
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||||
"layer_change_gcode": ";BEFORE_LAYER_CHANGE\n;[layer_z]\nLOG_Z\nG92 E0\n",
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||||
"machine_end_gcode": "M141 S0\nM104 S0\nM140 S0\nG1 E-3 F1800\nG0 Z{min(max_print_height, max_layer_z + 3)} F600\nG0 X0 Y0 F12000\n{if max_layer_z < max_print_height / 2}G1 Z{max_print_height / 2 + 10} F600{else}G1 Z{min(max_print_height, max_layer_z + 3)}{endif}",
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"machine_start_gcode": "PRINT_START BED=[bed_temperature_initial_layer_single] HOTEND=[nozzle_temperature_initial_layer] CHAMBER=[chamber_temperature]\nM83\nM140 S[bed_temperature_initial_layer_single]\nM104 S[nozzle_temperature_initial_layer]\nG4 P3000\nG0 X{max((min(print_bed_max[0], first_layer_print_min[0] + 80) - 85),0)} Y{max((min(print_bed_max[1] - 5, first_layer_print_min[1] + 80) - 85), 0)} Z5 F6000\nG0 Z[initial_layer_print_height] F600\nG1 E3 F1800\nG1 X{(min(print_bed_max[0], first_layer_print_min[0] + 80))} E{85 * 0.5 * initial_layer_print_height * nozzle_diameter[0]} F3000\nG1 Y{max((min(print_bed_max[1] - 5, first_layer_print_min[1] + 80) - 85), 0) + 2} E{2 * 0.5 * initial_layer_print_height * nozzle_diameter[0]} F3000\nG1 X{max((min(print_bed_max[0], first_layer_print_min[0] + 80) - 85), 0)} E{85 * 0.5 * initial_layer_print_height * nozzle_diameter[0]} F3000\nG1 Y{max((min(print_bed_max[1] - 5, first_layer_print_min[1] + 80) - 85), 0) + 85} E{83 * 0.5 * initial_layer_print_height * nozzle_diameter[0]} F3000\nG1 X{max((min(print_bed_max[0], first_layer_print_min[0] + 80) - 85), 0) + 2} E{2 * 0.5 * initial_layer_print_height * nozzle_diameter[0]} F3000\nG1 Y{max((min(print_bed_max[1] - 5, first_layer_print_min[1] + 80) - 85), 0) + 3} E{82 * 0.5 * initial_layer_print_height * nozzle_diameter[0]} F3000\nG1 X{max((min(print_bed_max[0], first_layer_print_min[0] + 80) - 85), 0) + 3} Z0\nG1 X{max((min(print_bed_max[0], first_layer_print_min[0] + 80) - 85), 0) + 6}\nG1 Z1 F600\n",
|
||||
"machine_start_gcode": "PRINT_START BED=[hot_plate_temp_initial_layer] HOTEND=[nozzle_temperature_initial_layer] CHAMBER=[chamber_temperature]\nM83\nM140 S[hot_plate_temp_initial_layer]\nM104 S[nozzle_temperature_initial_layer]\nG4 P3000\nG0 X{max((min(print_bed_max[0], first_layer_print_min[0] + 80) - 85),0)} Y{max((min(print_bed_max[1] - 5, first_layer_print_min[1] + 80) - 85), 0)} Z5 F6000\nG0 Z[initial_layer_print_height] F600\nG1 E3 F1800\nG1 X{(min(print_bed_max[0], first_layer_print_min[0] + 80))} E{85 * 0.5 * initial_layer_print_height * nozzle_diameter[0]} F3000\nG1 Y{max((min(print_bed_max[1] - 5, first_layer_print_min[1] + 80) - 85), 0) + 2} E{2 * 0.5 * initial_layer_print_height * nozzle_diameter[0]} F3000\nG1 X{max((min(print_bed_max[0], first_layer_print_min[0] + 80) - 85), 0)} E{85 * 0.5 * initial_layer_print_height * nozzle_diameter[0]} F3000\nG1 Y{max((min(print_bed_max[1] - 5, first_layer_print_min[1] + 80) - 85), 0) + 85} E{83 * 0.5 * initial_layer_print_height * nozzle_diameter[0]} F3000\nG1 X{max((min(print_bed_max[0], first_layer_print_min[0] + 80) - 85), 0) + 2} E{2 * 0.5 * initial_layer_print_height * nozzle_diameter[0]} F3000\nG1 Y{max((min(print_bed_max[1] - 5, first_layer_print_min[1] + 80) - 85), 0) + 3} E{82 * 0.5 * initial_layer_print_height * nozzle_diameter[0]} F3000\nG1 X{max((min(print_bed_max[0], first_layer_print_min[0] + 80) - 85), 0) + 3} Z0\nG1 X{max((min(print_bed_max[0], first_layer_print_min[0] + 80) - 85), 0) + 6}\nG1 Z1 F600\n",
|
||||
"thumbnails_format": "PNG",
|
||||
"default_filament_profile": [
|
||||
"Generic PLA @Qidi Q1 Pro 0.4 nozzle"
|
||||
|
||||
@@ -100,7 +100,7 @@
|
||||
"default_filament_profile": [
|
||||
"Generic PLA @Qidi"
|
||||
],
|
||||
"machine_start_gcode": "G28\nM140 S[bed_temperature_initial_layer_single]\nM190 S[bed_temperature_initial_layer_single]\nM109 S[nozzle_temperature_initial_layer]\nG92 E-19\nG0 Y5 Z0.3 F3600\nG1 X5 E0 F2400\n",
|
||||
"machine_start_gcode": "G28\nM140 S[hot_plate_temp_initial_layer]\nM190 S[hot_plate_temp_initial_layer]\nM109 S[nozzle_temperature_initial_layer]\nG92 E-19\nG0 Y5 Z0.3 F3600\nG1 X5 E0 F2400\n",
|
||||
"machine_end_gcode": "M104 S0\nM140 S0\n;Retract the filament\nG92 E0\nG1 E-3 F300\nG28\nM84\n",
|
||||
"scan_first_layer": "0"
|
||||
}
|
||||
|
||||
@@ -24,7 +24,7 @@
|
||||
"210x210/COLPIC",
|
||||
"110x110/PNG"
|
||||
],
|
||||
"machine_start_gcode": "PRINT_START\nG28\nM141 S0\nG0 Z50 F600\nM190 S[bed_temperature_initial_layer_single]\nG28 Z\nG29; mesh bed leveling ,comment this code to close it\nG0 X0 Y0 Z50 F6000\nM141 S{overall_chamber_temperature}\nM109 S[nozzle_temperature_initial_layer]\nM106 P3 S255\nM83\nG4 P3000\nG0 X{max((min(print_bed_max[0], first_layer_print_min[0] + 80) - 85),0)} Y{max((min(print_bed_max[1], first_layer_print_min[1] + 80) - 85),0)} Z5 F6000\nG0 Z[initial_layer_print_height] F600\nG1 E3 F1800\nG1 X{(min(print_bed_max[0], first_layer_print_min[0] + 80))} E{85 * 0.5 * initial_layer_print_height * nozzle_diameter[0]} F3000\nG1 Y{max((min(print_bed_max[1], first_layer_print_min[1] + 80) - 85),0) + 2} E{2 * 0.5 * initial_layer_print_height * nozzle_diameter[0]} F3000\nG1 X{max((min(print_bed_max[0], first_layer_print_min[0] + 80) - 85),0)} E{85 * 0.5 * initial_layer_print_height * nozzle_diameter[0]} F3000\nG1 Y{max((min(print_bed_max[1], first_layer_print_min[1] + 80) - 85),0) + 85} E{83 * 0.5 * initial_layer_print_height * nozzle_diameter[0]} F3000\nG1 X{max((min(print_bed_max[0], first_layer_print_min[0] + 80) - 85),0) + 2} E{2 * 0.5 * initial_layer_print_height * nozzle_diameter[0]} F3000\nG1 Y{max((min(print_bed_max[1], first_layer_print_min[1] + 80) - 85),0) + 3} E{82 * 0.5 * initial_layer_print_height * nozzle_diameter[0]} F3000\nG1 X{max((min(print_bed_max[0], first_layer_print_min[0] + 80) - 85),0) + 12} E{-10 * 0.5 * initial_layer_print_height * nozzle_diameter[0]} F3000\nG1 E{10 * 0.5 * initial_layer_print_height * nozzle_diameter[0]} F3000\n",
|
||||
"machine_start_gcode": "PRINT_START\nG28\nM141 S0\nG0 Z50 F600\nM190 S[hot_plate_temp_initial_layer]\nG28 Z\nG29; mesh bed leveling ,comment this code to close it\nG0 X0 Y0 Z50 F6000\nM141 S{overall_chamber_temperature}\nM109 S[nozzle_temperature_initial_layer]\nM106 P3 S255\nM83\nG4 P3000\nG0 X{max((min(print_bed_max[0], first_layer_print_min[0] + 80) - 85),0)} Y{max((min(print_bed_max[1], first_layer_print_min[1] + 80) - 85),0)} Z5 F6000\nG0 Z[initial_layer_print_height] F600\nG1 E3 F1800\nG1 X{(min(print_bed_max[0], first_layer_print_min[0] + 80))} E{85 * 0.5 * initial_layer_print_height * nozzle_diameter[0]} F3000\nG1 Y{max((min(print_bed_max[1], first_layer_print_min[1] + 80) - 85),0) + 2} E{2 * 0.5 * initial_layer_print_height * nozzle_diameter[0]} F3000\nG1 X{max((min(print_bed_max[0], first_layer_print_min[0] + 80) - 85),0)} E{85 * 0.5 * initial_layer_print_height * nozzle_diameter[0]} F3000\nG1 Y{max((min(print_bed_max[1], first_layer_print_min[1] + 80) - 85),0) + 85} E{83 * 0.5 * initial_layer_print_height * nozzle_diameter[0]} F3000\nG1 X{max((min(print_bed_max[0], first_layer_print_min[0] + 80) - 85),0) + 2} E{2 * 0.5 * initial_layer_print_height * nozzle_diameter[0]} F3000\nG1 Y{max((min(print_bed_max[1], first_layer_print_min[1] + 80) - 85),0) + 3} E{82 * 0.5 * initial_layer_print_height * nozzle_diameter[0]} F3000\nG1 X{max((min(print_bed_max[0], first_layer_print_min[0] + 80) - 85),0) + 12} E{-10 * 0.5 * initial_layer_print_height * nozzle_diameter[0]} F3000\nG1 E{10 * 0.5 * initial_layer_print_height * nozzle_diameter[0]} F3000\n",
|
||||
"machine_end_gcode": "M141 S0\nM104 S0\nM140 S0\nG1 E-3 F1800\nG0 Z{min(max_print_height, max_layer_z + 3)} F600\nG0 X0 Y0 F12000\n{if max_layer_z < max_print_height / 2}G1 Z{max_print_height / 2 + 10} F600{else}G1 Z{min(max_print_height, max_layer_z + 3)}{endif}",
|
||||
"scan_first_layer": "0"
|
||||
}
|
||||
|
||||
@@ -64,6 +64,7 @@
|
||||
#include <ostream>
|
||||
#include <sstream>
|
||||
#include <set>
|
||||
#include <iterator>
|
||||
#include <memory>
|
||||
#include <optional>
|
||||
#include <map>
|
||||
@@ -855,14 +856,30 @@ void PlateData::parse_filament_info(GCodeProcessorResult *result)
|
||||
std::vector<std::string> custom_seam;
|
||||
std::vector<std::string> mmu_segmentation;
|
||||
std::vector<std::string> fuzzy_skin;
|
||||
// One per texture displacement layer slot, indexed like `triangles` but stored only as far as the
|
||||
// slot's last painted triangle: empty when the slot has no paint, which is nearly every file.
|
||||
// One per texture displacement layer slot, indexed by triangle like the masks above, but
|
||||
// empty for a slot nothing paints and no longer than its last painted triangle.
|
||||
// See push_texture_displacement().
|
||||
std::vector<std::string> texture_displacement[TEXTURE_DISPLACEMENT_MAX_LAYERS];
|
||||
// BBS
|
||||
std::vector<std::string> face_properties;
|
||||
|
||||
bool empty() { return vertices.empty() || triangles.empty(); }
|
||||
|
||||
// Records the paint mask of the triangle just appended, for one layer slot. A slot no
|
||||
// triangle names keeps its vector empty instead of holding one empty string per triangle:
|
||||
// eight slots over a million triangles would otherwise cost hundreds of megabytes, for
|
||||
// every project, whether or not it uses the feature. The vector is padded up to the
|
||||
// triangles seen so far the first time a value turns up, so it stays indexed by triangle,
|
||||
// and both readers stop at its size, so trailing triangles without a value need nothing.
|
||||
void push_texture_displacement(int slot, std::string &&mask_string) {
|
||||
std::vector<std::string> &mask = texture_displacement[slot];
|
||||
if (mask_string.empty() && mask.empty())
|
||||
return;
|
||||
assert(!triangles.empty());
|
||||
mask.resize(triangles.size() - 1);
|
||||
mask.push_back(std::move(mask_string));
|
||||
}
|
||||
|
||||
// backup & restore
|
||||
void swap(Geometry& o) {
|
||||
std::swap(vertices, o.vertices);
|
||||
@@ -3355,11 +3372,13 @@ void PlateData::parse_filament_info(GCodeProcessorResult *result)
|
||||
add_error("Malformed texture displacement data: " + json_path);
|
||||
return;
|
||||
}
|
||||
// The archive is the only source of a layer's pixels. `path` comes from the project file, so loading
|
||||
// the project must never read the file it names: that would let whoever made the project pick any
|
||||
// local (or, on Windows, network) file to read, and the next save would embed it in the archive.
|
||||
// `path` stays a label of where the texture came from; a layer the archive carries no image for
|
||||
// loads without one, its settings intact, until the user picks a texture again.
|
||||
// The pixels come from the archive and nowhere else. A layer the archive carries no image for -
|
||||
// saved while its texture had not been loaded, or written by a build that stored only the path -
|
||||
// keeps its settings without an image, which the user recovers by picking the texture again.
|
||||
// `layer.path` is left alone on purpose: it names a file on the machine the project was made on,
|
||||
// so reading it here would let any project choose a local file to open - a UNC path among them -
|
||||
// and have the next save copy it into the archive. The EmbossShape SVGs are read from the archive
|
||||
// only, for the same reason.
|
||||
for (TextureDisplacementLayer &layer : layers) {
|
||||
if (layer.path_in_3mf.empty())
|
||||
continue;
|
||||
@@ -3368,7 +3387,8 @@ void PlateData::parse_filament_info(GCodeProcessorResult *result)
|
||||
add_error("Missing texture displacement image: " + layer.path_in_3mf);
|
||||
continue;
|
||||
}
|
||||
layer.image_data = std::make_shared<std::vector<unsigned char>>(image->second.begin(), image->second.end());
|
||||
layer.image_data = std::make_shared<std::vector<unsigned char>>(image->second.begin(),
|
||||
image->second.end());
|
||||
}
|
||||
volume.texture_displacement_layers = std::move(layers);
|
||||
volume.texture_displacement_options = options;
|
||||
@@ -4031,11 +4051,8 @@ void PlateData::parse_filament_info(GCodeProcessorResult *result)
|
||||
m_curr_object->geometry.mmu_segmentation.push_back(bbs_get_attribute_value_string(attributes, num_attributes, MMU_SEGMENTATION_ATTR));
|
||||
m_curr_object->geometry.fuzzy_skin.push_back(bbs_get_attribute_value_string(attributes, num_attributes, CUSTOM_FUZZY_SKIN_ATTR));
|
||||
for (int slot = 0; slot < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++slot)
|
||||
if (const char *paint = bbs_get_attribute_value_charptr(attributes, num_attributes, TEXTURE_DISPLACEMENT_ATTRS[slot])) {
|
||||
std::vector<std::string> &mask = m_curr_object->geometry.texture_displacement[slot];
|
||||
mask.resize(m_curr_object->geometry.triangles.size());
|
||||
mask.back() = paint;
|
||||
}
|
||||
m_curr_object->geometry.push_texture_displacement(
|
||||
slot, bbs_get_attribute_value_string(attributes, num_attributes, TEXTURE_DISPLACEMENT_ATTRS[slot]));
|
||||
// BBS
|
||||
m_curr_object->geometry.face_properties.push_back(bbs_get_attribute_value_string(attributes, num_attributes, FACE_PROPERTY_ATTR));
|
||||
}
|
||||
@@ -5390,7 +5407,7 @@ void PlateData::parse_filament_info(GCodeProcessorResult *result)
|
||||
for (int slot = 0; slot < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++slot) {
|
||||
const std::vector<std::string> &mask = sub_object->geometry.texture_displacement[slot];
|
||||
if (mask.empty())
|
||||
continue; // no triangle painted on this slot
|
||||
continue; // written by a build without the feature
|
||||
FacetsAnnotation &facets = volume->texture_displacement_facet(slot);
|
||||
facets.reserve(triangles_count);
|
||||
for (size_t i = 0; i < triangles_count && i < mask.size(); ++i)
|
||||
@@ -5906,11 +5923,8 @@ void PlateData::parse_filament_info(GCodeProcessorResult *result)
|
||||
current_object->geometry.mmu_segmentation.push_back(bbs_get_attribute_value_string(attributes, num_attributes, MMU_SEGMENTATION_ATTR));
|
||||
current_object->geometry.fuzzy_skin.push_back(bbs_get_attribute_value_string(attributes, num_attributes, CUSTOM_FUZZY_SKIN_ATTR));
|
||||
for (int slot = 0; slot < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++slot)
|
||||
if (const char *paint = bbs_get_attribute_value_charptr(attributes, num_attributes, TEXTURE_DISPLACEMENT_ATTRS[slot])) {
|
||||
std::vector<std::string> &mask = current_object->geometry.texture_displacement[slot];
|
||||
mask.resize(current_object->geometry.triangles.size());
|
||||
mask.back() = paint;
|
||||
}
|
||||
current_object->geometry.push_texture_displacement(
|
||||
slot, bbs_get_attribute_value_string(attributes, num_attributes, TEXTURE_DISPLACEMENT_ATTRS[slot]));
|
||||
// BBS
|
||||
current_object->geometry.face_properties.push_back(bbs_get_attribute_value_string(attributes, num_attributes, FACE_PROPERTY_ATTR));
|
||||
}
|
||||
@@ -7341,14 +7355,10 @@ void PlateData::parse_filament_info(GCodeProcessorResult *result)
|
||||
if (iter != m_shared_meshes.end())
|
||||
{
|
||||
const ModelVolume* shared_volume = iter->second.second;
|
||||
bool same_texture_paint = true;
|
||||
for (int slot = 0; slot < int(TEXTURE_DISPLACEMENT_MAX_LAYERS) && same_texture_paint; ++slot)
|
||||
same_texture_paint = shared_volume->texture_displacement_facet(slot).equals(volume->texture_displacement_facet(slot));
|
||||
if ((shared_volume->supported_facets.equals(volume->supported_facets))
|
||||
&& (shared_volume->seam_facets.equals(volume->seam_facets))
|
||||
&& (shared_volume->mmu_segmentation_facets.equals(volume->mmu_segmentation_facets))
|
||||
&& (shared_volume->fuzzy_skin_facets.equals(volume->fuzzy_skin_facets))
|
||||
&& same_texture_paint)
|
||||
&& (shared_volume->fuzzy_skin_facets.equals(volume->fuzzy_skin_facets)))
|
||||
{
|
||||
auto data = iter->second.first;
|
||||
const_cast<_BBS_3MF_Exporter *>(this)->m_volume_paths.insert({volume, {data->sub_path, data->volumes_objectID.find(iter->second.second)->second}});
|
||||
|
||||
@@ -0,0 +1,349 @@
|
||||
#include "JumpPointSearch.hpp"
|
||||
#include "BoundingBox.hpp"
|
||||
#include "ExPolygon.hpp"
|
||||
#include "Point.hpp"
|
||||
#include "libslic3r/AStar.hpp"
|
||||
#include "libslic3r/KDTreeIndirect.hpp"
|
||||
#include "libslic3r/Polygon.hpp"
|
||||
#include "libslic3r/Polyline.hpp"
|
||||
#include "libslic3r/libslic3r.h"
|
||||
#include <algorithm>
|
||||
#include <cmath>
|
||||
#include <cstddef>
|
||||
#include <cstdint>
|
||||
#include <cstdlib>
|
||||
#include <iterator>
|
||||
#include <limits>
|
||||
#include <optional>
|
||||
#include <string>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
|
||||
#include <oneapi/tbb/scalable_allocator.h>
|
||||
|
||||
//#define DEBUG_FILES
|
||||
#ifdef DEBUG_FILES
|
||||
#include "libslic3r/SVG.hpp"
|
||||
#endif
|
||||
|
||||
namespace Slic3r {
|
||||
|
||||
// execute fn for each pixel on the line. If fn returns false, terminate the iteration
|
||||
template<typename PointFn> void dda(coord_t x0, coord_t y0, coord_t x1, coord_t y1, const PointFn &fn)
|
||||
{
|
||||
coord_t dx = abs(x1 - x0);
|
||||
coord_t dy = abs(y1 - y0);
|
||||
coord_t x = x0;
|
||||
coord_t y = y0;
|
||||
coord_t n = 1 + dx + dy;
|
||||
coord_t x_inc = (x1 > x0) ? 1 : -1;
|
||||
coord_t y_inc = (y1 > y0) ? 1 : -1;
|
||||
coord_t error = dx - dy;
|
||||
dx *= 2;
|
||||
dy *= 2;
|
||||
|
||||
for (; n > 0; --n) {
|
||||
if (!fn(x, y)) return;
|
||||
|
||||
if (error > 0) {
|
||||
x += x_inc;
|
||||
error -= dy;
|
||||
} else {
|
||||
y += y_inc;
|
||||
error += dx;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// will draw the line twice, second time with and offset of 1 in the direction of normal
|
||||
// may call the fn on the same coordiantes multiple times!
|
||||
template<typename PointFn> void double_dda_with_offset(coord_t x0, coord_t y0, coord_t x1, coord_t y1, const PointFn &fn)
|
||||
{
|
||||
Vec2d normal = Point{y1 - y0, x1 - x0}.cast<double>().normalized();
|
||||
normal.x() = ceil(normal.x());
|
||||
normal.y() = ceil(normal.y());
|
||||
Point start_offset = Point(x0, y0) + (normal).cast<coord_t>();
|
||||
Point end_offset = Point(x1, y1) + (normal).cast<coord_t>();
|
||||
|
||||
dda(x0, y0, x1, y1, fn);
|
||||
dda(start_offset.x(), start_offset.y(), end_offset.x(), end_offset.y(), fn);
|
||||
}
|
||||
|
||||
template<typename CellPositionType, typename CellQueryFn> class JPSTracer
|
||||
{
|
||||
public:
|
||||
// Use incoming_dir [0,0] for starting points, so that all directions are checked from that point
|
||||
struct Node
|
||||
{
|
||||
CellPositionType position;
|
||||
CellPositionType incoming_dir;
|
||||
};
|
||||
|
||||
JPSTracer(CellPositionType target, CellQueryFn is_passable) : target(target), is_passable(is_passable) {}
|
||||
|
||||
private:
|
||||
CellPositionType target;
|
||||
CellQueryFn is_passable; // should return boolean whether the cell is passable or not
|
||||
|
||||
CellPositionType find_jump_point(CellPositionType start, CellPositionType forward_dir) const
|
||||
{
|
||||
CellPositionType next = start + forward_dir;
|
||||
while (next != target && is_passable(next) && !(is_jump_point(next, forward_dir))) { next = next + forward_dir; }
|
||||
|
||||
if (is_passable(next)) {
|
||||
return next;
|
||||
} else {
|
||||
return start;
|
||||
}
|
||||
}
|
||||
|
||||
bool is_jump_point(CellPositionType pos, CellPositionType forward_dir) const
|
||||
{
|
||||
if (abs(forward_dir.x()) + abs(forward_dir.y()) == 2) {
|
||||
// diagonal
|
||||
CellPositionType horizontal_check_dir = CellPositionType{forward_dir.x(), 0};
|
||||
CellPositionType vertical_check_dir = CellPositionType{0, forward_dir.y()};
|
||||
|
||||
if (!is_passable(pos - horizontal_check_dir) && is_passable(pos + forward_dir - 2 * horizontal_check_dir)) { return true; }
|
||||
|
||||
if (!is_passable(pos - vertical_check_dir) && is_passable(pos + forward_dir - 2 * vertical_check_dir)) { return true; }
|
||||
|
||||
if (find_jump_point(pos, horizontal_check_dir) != pos) { return true; }
|
||||
|
||||
if (find_jump_point(pos, vertical_check_dir) != pos) { return true; }
|
||||
|
||||
return false;
|
||||
} else { // horizontal or vertical
|
||||
CellPositionType side_dir = CellPositionType(forward_dir.y(), forward_dir.x());
|
||||
|
||||
if (!is_passable(pos + side_dir) && is_passable(pos + forward_dir + side_dir)) { return true; }
|
||||
|
||||
if (!is_passable(pos - side_dir) && is_passable(pos + forward_dir - side_dir)) { return true; }
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
public:
|
||||
template<class Fn> void foreach_reachable(const Node &from, Fn &&fn) const
|
||||
{
|
||||
const CellPositionType & pos = from.position;
|
||||
const CellPositionType & forward_dir = from.incoming_dir;
|
||||
std::vector<CellPositionType> dirs_to_check{};
|
||||
|
||||
if (abs(forward_dir.x()) + abs(forward_dir.y()) == 0) { // special case for starting point
|
||||
dirs_to_check = all_directions;
|
||||
} else if (abs(forward_dir.x()) + abs(forward_dir.y()) == 2) {
|
||||
// diagonal
|
||||
CellPositionType horizontal_check_dir = CellPositionType{forward_dir.x(), 0};
|
||||
CellPositionType vertical_check_dir = CellPositionType{0, forward_dir.y()};
|
||||
|
||||
if (!is_passable(pos - horizontal_check_dir) && is_passable(pos + forward_dir - 2 * horizontal_check_dir)) {
|
||||
dirs_to_check.push_back(forward_dir - 2 * horizontal_check_dir);
|
||||
}
|
||||
|
||||
if (!is_passable(pos - vertical_check_dir) && is_passable(pos + forward_dir - 2 * vertical_check_dir)) {
|
||||
dirs_to_check.push_back(forward_dir - 2 * vertical_check_dir);
|
||||
}
|
||||
|
||||
dirs_to_check.push_back(horizontal_check_dir);
|
||||
dirs_to_check.push_back(vertical_check_dir);
|
||||
dirs_to_check.push_back(forward_dir);
|
||||
|
||||
} else { // horizontal or vertical
|
||||
CellPositionType side_dir = CellPositionType(forward_dir.y(), forward_dir.x());
|
||||
|
||||
if (!is_passable(pos + side_dir) && is_passable(pos + forward_dir + side_dir)) { dirs_to_check.push_back(forward_dir + side_dir); }
|
||||
|
||||
if (!is_passable(pos - side_dir) && is_passable(pos + forward_dir - side_dir)) { dirs_to_check.push_back(forward_dir - side_dir); }
|
||||
dirs_to_check.push_back(forward_dir);
|
||||
}
|
||||
|
||||
for (const CellPositionType &dir : dirs_to_check) {
|
||||
CellPositionType jp = find_jump_point(pos, dir);
|
||||
if (jp != pos) fn(Node{jp, dir});
|
||||
}
|
||||
}
|
||||
|
||||
float distance(Node a, Node b) const { return (a.position - b.position).template cast<double>().norm(); }
|
||||
|
||||
float goal_heuristic(Node n) const { return n.position == target ? -1.f : (target - n.position).template cast<double>().norm(); }
|
||||
|
||||
size_t unique_id(Node n) const { return (static_cast<size_t>(uint16_t(n.position.x())) << 16) + static_cast<size_t>(uint16_t(n.position.y())); }
|
||||
|
||||
const std::vector<CellPositionType> all_directions{{1, 0}, {1, 1}, {0, 1}, {-1, 1}, {-1, 0}, {-1, -1}, {0, -1}, {1, -1}};
|
||||
};
|
||||
|
||||
void JPSPathFinder::clear()
|
||||
{
|
||||
inpassable.clear();
|
||||
max_search_box.max = Pixel(std::numeric_limits<coord_t>::min(), std::numeric_limits<coord_t>::min());
|
||||
max_search_box.min = Pixel(std::numeric_limits<coord_t>::max(), std::numeric_limits<coord_t>::max());
|
||||
add_obstacles(bed_shape);
|
||||
}
|
||||
|
||||
void JPSPathFinder::add_obstacles(const Lines &obstacles)
|
||||
{
|
||||
auto store_obstacle = [&](coord_t x, coord_t y) {
|
||||
max_search_box.max.x() = std::max(max_search_box.max.x(), x);
|
||||
max_search_box.max.y() = std::max(max_search_box.max.y(), y);
|
||||
max_search_box.min.x() = std::min(max_search_box.min.x(), x);
|
||||
max_search_box.min.y() = std::min(max_search_box.min.y(), y);
|
||||
inpassable.insert(Pixel{x, y});
|
||||
return true;
|
||||
};
|
||||
|
||||
for (const Line &l : obstacles) {
|
||||
Pixel start = pixelize(l.a);
|
||||
Pixel end = pixelize(l.b);
|
||||
double_dda_with_offset(start.x(), start.y(), end.x(), end.y(), store_obstacle);
|
||||
}
|
||||
}
|
||||
|
||||
Polyline JPSPathFinder::find_path(const Point &p0, const Point &p1)
|
||||
{
|
||||
Pixel start = pixelize(p0);
|
||||
Pixel end = pixelize(p1);
|
||||
if (inpassable.empty() || (start - end).cast<float>().norm() < 3.0) { return Polyline{p0, p1}; }
|
||||
|
||||
if (inpassable.find(start) != inpassable.end()) {
|
||||
dda(start.x(), start.y(), end.x(), end.y(), [&](coord_t x, coord_t y) {
|
||||
if (inpassable.find(Pixel(x, y)) == inpassable.end() || start == end) { // new start not found yet, and xy passable
|
||||
start = Pixel(x, y);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
});
|
||||
}
|
||||
|
||||
if (inpassable.find(end) != inpassable.end()) {
|
||||
dda(end.x(), end.y(), start.x(), start.y(), [&](coord_t x, coord_t y) {
|
||||
if (inpassable.find(Pixel(x, y)) == inpassable.end() || start == end) { // new start not found yet, and xy passable
|
||||
end = Pixel(x, y);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
});
|
||||
}
|
||||
|
||||
BoundingBox search_box = max_search_box;
|
||||
search_box.max -= Pixel(1, 1);
|
||||
search_box.min += Pixel(1, 1);
|
||||
|
||||
BoundingBox bounding_square(Points{start, end});
|
||||
bounding_square.max += Pixel(5, 5);
|
||||
bounding_square.min -= Pixel(5, 5);
|
||||
coord_t bounding_square_size = 2 * std::max(bounding_square.size().x(), bounding_square.size().y());
|
||||
bounding_square.max.x() += (bounding_square_size - bounding_square.size().x()) / 2;
|
||||
bounding_square.min.x() -= (bounding_square_size - bounding_square.size().x()) / 2;
|
||||
bounding_square.max.y() += (bounding_square_size - bounding_square.size().y()) / 2;
|
||||
bounding_square.min.y() -= (bounding_square_size - bounding_square.size().y()) / 2;
|
||||
|
||||
// Intersection - limit the search box to a square area around the start and end, to fasten the path searching
|
||||
search_box.max = search_box.max.cwiseMin(bounding_square.max);
|
||||
search_box.min = search_box.min.cwiseMax(bounding_square.min);
|
||||
|
||||
auto cell_query = [&](Pixel pixel) { return search_box.contains(pixel) && (pixel == start || pixel == end || inpassable.find(pixel) == inpassable.end()); };
|
||||
|
||||
JPSTracer<Pixel, decltype(cell_query)> tracer(end, cell_query);
|
||||
using QNode = astar::QNode<JPSTracer<Pixel, decltype(cell_query)>>;
|
||||
|
||||
std::unordered_map<size_t, QNode> astar_cache{};
|
||||
std::vector<Pixel, PointsAllocator<Pixel>> out_path;
|
||||
std::vector<decltype(tracer)::Node> out_nodes;
|
||||
|
||||
if (!astar::search_route(tracer, {start, {0, 0}}, std::back_inserter(out_nodes), astar_cache)) {
|
||||
// path not found - just reconstruct the best path from astar cache.
|
||||
// Note that astar_cache is NOT empty - at least the starting point should always be there
|
||||
auto coordiante_func = [&astar_cache](size_t idx, size_t dim) { return float(astar_cache[idx].node.position[dim]); };
|
||||
std::vector<size_t> keys;
|
||||
keys.reserve(astar_cache.size());
|
||||
for (const auto &pair : astar_cache) { keys.push_back(pair.first); }
|
||||
KDTreeIndirect<2, float, decltype(coordiante_func)> kd_tree(coordiante_func, keys);
|
||||
size_t closest_qnode = find_closest_point(kd_tree, end.cast<float>());
|
||||
|
||||
out_path.push_back(end);
|
||||
while (closest_qnode != astar::Unassigned) {
|
||||
out_path.push_back(astar_cache[closest_qnode].node.position);
|
||||
closest_qnode = astar_cache[closest_qnode].parent;
|
||||
}
|
||||
} else {
|
||||
for (const auto &node : out_nodes) { out_path.push_back(node.position); }
|
||||
out_path.push_back(start);
|
||||
}
|
||||
|
||||
#ifdef DEBUG_FILES
|
||||
auto scaled_points = [](const Points &ps) {
|
||||
Points r;
|
||||
for (const Point &p : ps) { r.push_back(Point::new_scale(p.x(), p.y())); }
|
||||
return r;
|
||||
};
|
||||
auto scaled_point = [](const Point &p) { return Point::new_scale(p.x(), p.y()); };
|
||||
::Slic3r::SVG svg(debug_out_path(("path_jps" + std::to_string(print_z) + "_" + std::to_string(rand() % 1000)).c_str()).c_str(),
|
||||
BoundingBox(scaled_point(search_box.min), scaled_point(search_box.max)));
|
||||
for (const auto &p : inpassable) { svg.draw(scaled_point(p), "black", scale_(0.4)); }
|
||||
for (const auto &qn : astar_cache) { svg.draw(scaled_point(qn.second.node.position), "blue", scale_(0.3)); }
|
||||
svg.draw(Polyline(scaled_points(out_path)), "yellow", scale_(0.25));
|
||||
svg.draw(scaled_point(end), "purple", scale_(0.4));
|
||||
svg.draw(scaled_point(start), "green", scale_(0.4));
|
||||
#endif
|
||||
|
||||
std::vector<Pixel, PointsAllocator<Pixel>> tmp_path;
|
||||
tmp_path.reserve(out_path.size());
|
||||
// Some path found, reverse and remove points that do not change direction
|
||||
std::reverse(out_path.begin(), out_path.end());
|
||||
{
|
||||
tmp_path.push_back(out_path.front()); // first point
|
||||
for (size_t i = 1; i < out_path.size() - 1; i++) {
|
||||
if ((out_path[i] - out_path[i - 1]).cast<float>().normalized() != (out_path[i + 1] - out_path[i]).cast<float>().normalized()) { tmp_path.push_back(out_path[i]); }
|
||||
}
|
||||
tmp_path.push_back(out_path.back()); // last_point
|
||||
out_path = tmp_path;
|
||||
}
|
||||
|
||||
#ifdef DEBUG_FILES
|
||||
svg.draw(Polyline(scaled_points(out_path)), "orange", scale_(0.20));
|
||||
#endif
|
||||
|
||||
tmp_path.clear();
|
||||
// remove redundant jump points - there are points that change direction but are not needed - this inefficiency arises from the
|
||||
// usage of grid search The removal alg tries to find the longest Px Px+k path without obstacles. If Px Px+k+1 is blocked, it will
|
||||
// insert the Px+k point to result and continue search from Px+k
|
||||
{
|
||||
tmp_path.push_back(out_path.front()); // first point
|
||||
size_t index_of_last_stored_point = 0;
|
||||
for (size_t i = 1; i < out_path.size(); i++) {
|
||||
if (i - index_of_last_stored_point < 2) continue;
|
||||
bool passable = true;
|
||||
auto store_obstacle = [&](coord_t x, coord_t y) {
|
||||
if (Pixel(x, y) != start && Pixel(x, y) != end && inpassable.find(Pixel(x, y)) != inpassable.end()) {
|
||||
passable = false;
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
};
|
||||
dda(tmp_path.back().x(), tmp_path.back().y(), out_path[i].x(), out_path[i].y(), store_obstacle);
|
||||
if (!passable) {
|
||||
tmp_path.push_back(out_path[i - 1]);
|
||||
index_of_last_stored_point = i - 1;
|
||||
}
|
||||
}
|
||||
tmp_path.push_back(out_path.back()); // last_point
|
||||
out_path = tmp_path;
|
||||
}
|
||||
|
||||
#ifdef DEBUG_FILES
|
||||
svg.draw(Polyline(scaled_points(out_path)), "red", scale_(0.15));
|
||||
svg.Close();
|
||||
#endif
|
||||
|
||||
// before returing the path, transform it from pixels back to points.
|
||||
// Also replace the first and last pixel by input points so that result path patches input params exactly.
|
||||
for (Pixel &p : out_path) { p = unpixelize(p); }
|
||||
out_path.front() = p0;
|
||||
out_path.back() = p1;
|
||||
|
||||
return Polyline(out_path);
|
||||
}
|
||||
|
||||
} // namespace Slic3r
|
||||
@@ -0,0 +1,39 @@
|
||||
#pragma once
|
||||
#include "Line.hpp"
|
||||
#ifndef SRC_LIBSLIC3R_JUMPPOINTSEARCH_HPP_
|
||||
#define SRC_LIBSLIC3R_JUMPPOINTSEARCH_HPP_
|
||||
|
||||
#include "BoundingBox.hpp"
|
||||
#include "Polygon.hpp"
|
||||
#include "libslic3r/Layer.hpp"
|
||||
#include "libslic3r/Point.hpp"
|
||||
#include "libslic3r/Polyline.hpp"
|
||||
#include "libslic3r/libslic3r.h"
|
||||
#include <unordered_map>
|
||||
#include <unordered_set>
|
||||
|
||||
namespace Slic3r {
|
||||
|
||||
class JPSPathFinder
|
||||
{
|
||||
using Pixel = Point;
|
||||
std::unordered_set<Pixel, PointHash> inpassable;
|
||||
coordf_t print_z;
|
||||
BoundingBox max_search_box;
|
||||
Lines bed_shape;
|
||||
|
||||
const coord_t resolution = scaled(1.5);
|
||||
Pixel pixelize(const Point &p) { return p / resolution; }
|
||||
Point unpixelize(const Pixel &p) { return p * resolution; }
|
||||
|
||||
public:
|
||||
JPSPathFinder() = default;
|
||||
void init_bed_shape(const Points &bed_shape) { this->bed_shape = (to_lines(Polygon{bed_shape})); };
|
||||
void clear();
|
||||
void add_obstacles(const Lines &obstacles);
|
||||
Polyline find_path(const Point &start, const Point &end);
|
||||
};
|
||||
|
||||
} // namespace Slic3r
|
||||
|
||||
#endif /* SRC_LIBSLIC3R_JUMPPOINTSEARCH_HPP_ */
|
||||
@@ -353,24 +353,6 @@ Model Model::read_from_file(const std::string&
|
||||
ObjInfo obj_info;
|
||||
ObjParser::MtlData mtl_data;
|
||||
result = load_obj(input_file.c_str(), &model, obj_info, message, nullptr, &mtl_data);
|
||||
// Keep the model's own UV channel on the volume, whatever the colour import then does with
|
||||
// the mesh: it is what TextureProjectionMethod::ModelUV maps a texture-displacement layer
|
||||
// through, so a model that arrives with a UV layout is textured on that layout instead of on
|
||||
// a fresh unwrap. load_obj() fills obj_info.uvs per face of the mesh it built, in the same
|
||||
// order (and only when every face named a known material, hence the size check). V is flipped
|
||||
// on the way in, to the convention DecodedHeightTexture samples in - the same flip
|
||||
// obj_to_textured_mesh() does for the colour importer.
|
||||
if (result && !obj_info.uvs.empty() && !model.objects.empty() && !model.objects.back()->volumes.empty()) {
|
||||
ModelVolume &volume = *model.objects.back()->volumes[0];
|
||||
const indexed_triangle_set &its = volume.mesh().its;
|
||||
if (obj_info.uvs.size() == its.indices.size()) {
|
||||
volume.texture_uv.resize(its.indices.size() * 3);
|
||||
for (size_t fi = 0; fi < obj_info.uvs.size(); ++fi)
|
||||
for (int k = 0; k < 3; ++k)
|
||||
volume.texture_uv[fi * 3 + size_t(k)] =
|
||||
Vec2f(obj_info.uvs[fi][size_t(k)].x(), 1.f - obj_info.uvs[fi][size_t(k)].y());
|
||||
}
|
||||
}
|
||||
if (result && obj_info.has_uv_png && !obj_info.uvs.empty() && !model.objects.empty()) {
|
||||
// Textured OBJ: hand the mesh + materials to the texture-to-color importer
|
||||
// instead of the flat per-face colour dialog.
|
||||
@@ -2151,10 +2133,6 @@ void ModelVolume::reset_extra_facets()
|
||||
// than left referring to a mesh that no longer matches it.
|
||||
for (int i = 0; i < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++i)
|
||||
this->texture_displacement_facet(i).reset();
|
||||
// Same reasoning for the model's own UV channel: it is indexed by triangle, so against a mesh
|
||||
// this no longer matches it would map the texture by another mesh's triangle numbering. A caller
|
||||
// that can carry it across - see transfer_uv_channel() - puts it back after this.
|
||||
this->reset_texture_uv();
|
||||
}
|
||||
|
||||
std::optional<TriangleSelector::SavedPainting> ModelVolume::save_painting() const
|
||||
|
||||
+2
-23
@@ -974,26 +974,6 @@ public:
|
||||
// they are not a property of any single layer.
|
||||
TextureDisplacementOptions texture_displacement_options;
|
||||
|
||||
// The model's own texture coordinates, as the file it was imported from carried them: three per
|
||||
// triangle of mesh().its, in its triangle order (corner k of triangle i at 3i+k), V already
|
||||
// flipped to the sampling convention (V = 0 is the image's top row). Empty when the source had
|
||||
// none, which is every STL and every 3mf - only a textured OBJ brings one in today.
|
||||
//
|
||||
// Per corner rather than per vertex because that is what a UV layout is: the two sides of a seam
|
||||
// are the same vertex with two different coordinates, and collapsing them would smear the texture
|
||||
// across every island boundary. TextureProjectionMethod::ModelUV maps through it, which is what
|
||||
// lets a model that already carries a UV channel be textured on the artist's own layout instead
|
||||
// of on a fresh unwrap.
|
||||
//
|
||||
// Indexed by triangle, so anything that *replaces* the mesh has to bring it across (or drop it):
|
||||
// see transfer_uv_channel(), and reset_texture_uv() for the cases that cannot.
|
||||
std::vector<Vec2f> texture_uv;
|
||||
|
||||
bool has_texture_uv() const { return !texture_uv.empty() && texture_uv.size() == mesh().its.indices.size() * 3; }
|
||||
// Forgets the channel. For a mesh change that nothing can carry it across - a split, a boolean -
|
||||
// where leaving it would map the texture by another mesh's triangle numbering.
|
||||
void reset_texture_uv() { texture_uv.clear(); }
|
||||
|
||||
// Save painting data before reset_extra_facets() discards it.
|
||||
// Used for replacing mesh without losing painting data.
|
||||
// Only for model parts (not modifiers/connectors).
|
||||
@@ -1256,7 +1236,6 @@ private:
|
||||
texture_displacement_facets_6(other.texture_displacement_facets_6), texture_displacement_facets_7(other.texture_displacement_facets_7),
|
||||
texture_displacement_layers(other.texture_displacement_layers),
|
||||
texture_displacement_options(other.texture_displacement_options),
|
||||
texture_uv(other.texture_uv),
|
||||
cut_info(other.cut_info), text_configuration(other.text_configuration), emboss_shape(other.emboss_shape)
|
||||
{
|
||||
assert(this->id().valid());
|
||||
@@ -1355,7 +1334,7 @@ private:
|
||||
cereal::load_by_value(ar, f);
|
||||
mesh_changed |= tf != f.timestamp();
|
||||
}
|
||||
ar(texture_displacement_layers, texture_displacement_options, texture_uv);
|
||||
ar(texture_displacement_layers, texture_displacement_options);
|
||||
cereal::load_by_value(ar, config);
|
||||
cereal::load(ar, text_configuration);
|
||||
cereal::load(ar, emboss_shape);
|
||||
@@ -1379,7 +1358,7 @@ private:
|
||||
cereal::save_by_value(ar, fuzzy_skin_facets);
|
||||
for (int i = 0; i < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++i)
|
||||
cereal::save_by_value(ar, texture_displacement_facet(i));
|
||||
ar(texture_displacement_layers, texture_displacement_options, texture_uv);
|
||||
ar(texture_displacement_layers, texture_displacement_options);
|
||||
cereal::save_by_value(ar, config);
|
||||
cereal::save(ar, text_configuration);
|
||||
cereal::save(ar, emboss_shape);
|
||||
|
||||
@@ -1571,61 +1571,6 @@ std::vector<TextureIsland> compute_connected_net(const PatchUnwrap &unwrap)
|
||||
return islands;
|
||||
}
|
||||
|
||||
std::vector<uint8_t> transfer_facet_paint(const indexed_triangle_set &src_mesh,
|
||||
const TriangleSelector::TriangleSplittingData &src_paint,
|
||||
const indexed_triangle_set &dst_mesh)
|
||||
{
|
||||
if (src_mesh.indices.empty() || dst_mesh.indices.empty() || src_paint.bitstream.empty())
|
||||
return {};
|
||||
|
||||
const TriangleMesh src(src_mesh);
|
||||
TriangleSelector selector(src);
|
||||
selector.deserialize(src_paint, false);
|
||||
|
||||
// Every sub-triangle of the source, each carrying its own state - NONE included, so the soup
|
||||
// covers the whole surface and a foot point always lands on something. One soup rather than one
|
||||
// tree per state: a foot point has one nearest triangle, and that triangle's state is the answer.
|
||||
std::vector<indexed_triangle_set> per_state;
|
||||
selector.get_facets(per_state);
|
||||
indexed_triangle_set soup;
|
||||
std::vector<uint8_t> label;
|
||||
for (size_t st = 0; st < per_state.size(); ++st) {
|
||||
const indexed_triangle_set &part = per_state[st];
|
||||
if (part.indices.empty())
|
||||
continue;
|
||||
const int base = int(soup.vertices.size());
|
||||
soup.vertices.insert(soup.vertices.end(), part.vertices.begin(), part.vertices.end());
|
||||
for (const stl_triangle_vertex_indices &t : part.indices) {
|
||||
soup.indices.emplace_back(t[0] + base, t[1] + base, t[2] + base);
|
||||
label.push_back(uint8_t(st));
|
||||
}
|
||||
}
|
||||
if (soup.indices.empty())
|
||||
return {};
|
||||
|
||||
const AABBTreeIndirect::Tree3f tree =
|
||||
AABBTreeIndirect::build_aabb_tree_over_indexed_triangle_set(soup.vertices, soup.indices);
|
||||
|
||||
std::vector<uint8_t> out(dst_mesh.indices.size(), 0);
|
||||
tbb::parallel_for(tbb::blocked_range<size_t>(0, dst_mesh.indices.size()),
|
||||
[&](const tbb::blocked_range<size_t> &range) {
|
||||
for (size_t j = range.begin(); j < range.end(); ++j) {
|
||||
const stl_triangle_vertex_indices &t = dst_mesh.indices[j];
|
||||
// The centroid, not a corner: a facet takes one state, and its middle is the point that
|
||||
// is inside it whatever the triangle looks like.
|
||||
const Vec3f centroid = (dst_mesh.vertices[size_t(t[0])] + dst_mesh.vertices[size_t(t[1])] +
|
||||
dst_mesh.vertices[size_t(t[2])]) / 3.f;
|
||||
size_t hit = 0;
|
||||
Vec3f foot;
|
||||
const float d2 = AABBTreeIndirect::squared_distance_to_indexed_triangle_set(soup.vertices, soup.indices,
|
||||
tree, centroid, hit, foot);
|
||||
if (d2 >= 0.f && hit < label.size())
|
||||
out[j] = label[hit];
|
||||
}
|
||||
});
|
||||
return out;
|
||||
}
|
||||
|
||||
void average_island_scales(std::vector<TextureIsland> &islands)
|
||||
{
|
||||
if (islands.empty())
|
||||
@@ -1728,110 +1673,6 @@ std::vector<Vec2f> compute_lscm_corner_uvs(const indexed_triangle_set &patch, co
|
||||
return corner;
|
||||
}
|
||||
|
||||
// Barycentric weights of `p` inside triangle (a, b, c), as the pair that belongs with the edges
|
||||
// (b - a) and (c - a): p ~= (1 - w1 - w2) * a + w1 * b + w2 * c. `p` is projected onto the triangle's
|
||||
// plane, so a point a hair off the surface still reports the weights of its foot point. A degenerate
|
||||
// triangle reports its centroid, the only coordinate that means anything there.
|
||||
static void barycentric_weights(const Vec3f &a, const Vec3f &b, const Vec3f &c, const Vec3f &p, float &w1, float &w2)
|
||||
{
|
||||
const Vec3f e0 = b - a, e1 = c - a, ep = p - a;
|
||||
const float d00 = e0.dot(e0), d01 = e0.dot(e1), d11 = e1.dot(e1), dp0 = ep.dot(e0), dp1 = ep.dot(e1);
|
||||
const float den = d00 * d11 - d01 * d01;
|
||||
if (std::abs(den) <= 1e-20f) {
|
||||
w1 = w2 = 1.f / 3.f;
|
||||
return;
|
||||
}
|
||||
w1 = (d11 * dp0 - d01 * dp1) / den;
|
||||
w2 = (d00 * dp1 - d01 * dp0) / den;
|
||||
}
|
||||
|
||||
std::vector<Vec2f> compute_model_corner_uvs(const indexed_triangle_set &base_mesh,
|
||||
const std::vector<Vec2f> &model_uv,
|
||||
const indexed_triangle_set &patch,
|
||||
const std::vector<int> &patch_source)
|
||||
{
|
||||
if (patch.indices.empty() || model_uv.size() != base_mesh.indices.size() * 3 ||
|
||||
patch_source.size() != patch.indices.size())
|
||||
return {};
|
||||
|
||||
std::vector<Vec2f> corner(patch.indices.size() * 3, Vec2f::Zero());
|
||||
for (size_t j = 0; j < patch.indices.size(); ++j) {
|
||||
const int S = patch_source[j];
|
||||
if (S < 0 || size_t(S) >= base_mesh.indices.size())
|
||||
continue; // no source triangle: leave (0, 0), which the callers read as "no placement"
|
||||
const stl_triangle_vertex_indices &src = base_mesh.indices[size_t(S)];
|
||||
const Vec3f &a = base_mesh.vertices[size_t(src[0])];
|
||||
const Vec3f &b = base_mesh.vertices[size_t(src[1])];
|
||||
const Vec3f &c = base_mesh.vertices[size_t(src[2])];
|
||||
const Vec2f *uv = &model_uv[size_t(S) * 3];
|
||||
const stl_triangle_vertex_indices &tri = patch.indices[j];
|
||||
for (int k = 0; k < 3; ++k) {
|
||||
// An unsplit patch triangle is its source triangle, so its corners land exactly on a, b
|
||||
// and c and this reproduces their uvs unchanged; a sub-triangle the brush cut gets the
|
||||
// interpolated coordinate, which is the whole point of going through the barycentric.
|
||||
float w1 = 0.f, w2 = 0.f;
|
||||
barycentric_weights(a, b, c, patch.vertices[size_t(tri[k])], w1, w2);
|
||||
corner[j * 3 + size_t(k)] = (1.f - w1 - w2) * uv[0] + w1 * uv[1] + w2 * uv[2];
|
||||
}
|
||||
}
|
||||
return corner;
|
||||
}
|
||||
|
||||
std::vector<Vec2f> collapse_corner_uvs(const indexed_triangle_set &patch, const std::vector<Vec2f> &corner)
|
||||
{
|
||||
if (patch.indices.empty() || corner.size() != patch.indices.size() * 3)
|
||||
return {};
|
||||
|
||||
std::vector<Vec2f> per_vertex(patch.vertices.size(), Vec2f::Zero());
|
||||
std::vector<char> seen(patch.vertices.size(), 0);
|
||||
for (size_t j = 0; j < patch.indices.size(); ++j)
|
||||
for (int k = 0; k < 3; ++k) {
|
||||
const int vi = patch.indices[j][k];
|
||||
if (vi < 0 || size_t(vi) >= per_vertex.size() || seen[size_t(vi)])
|
||||
continue;
|
||||
seen[size_t(vi)] = 1;
|
||||
per_vertex[size_t(vi)] = corner[j * 3 + size_t(k)];
|
||||
}
|
||||
return per_vertex;
|
||||
}
|
||||
|
||||
std::vector<Vec2f> transfer_uv_channel(const indexed_triangle_set &src_mesh,
|
||||
const std::vector<Vec2f> &src_uv,
|
||||
const indexed_triangle_set &dst_mesh,
|
||||
float max_distance)
|
||||
{
|
||||
if (src_mesh.indices.empty() || dst_mesh.indices.empty() || src_uv.size() != src_mesh.indices.size() * 3)
|
||||
return {};
|
||||
|
||||
const AABBTreeIndirect::Tree3f tree =
|
||||
AABBTreeIndirect::build_aabb_tree_over_indexed_triangle_set(src_mesh.vertices, src_mesh.indices);
|
||||
const float limit2 = max_distance >= 0.f ? max_distance * max_distance : std::numeric_limits<float>::max();
|
||||
|
||||
std::vector<Vec2f> out(dst_mesh.indices.size() * 3, Vec2f::Zero());
|
||||
tbb::parallel_for(tbb::blocked_range<size_t>(0, dst_mesh.indices.size()),
|
||||
[&](const tbb::blocked_range<size_t> &range) {
|
||||
for (size_t j = range.begin(); j < range.end(); ++j) {
|
||||
const stl_triangle_vertex_indices &tri = dst_mesh.indices[j];
|
||||
for (int k = 0; k < 3; ++k) {
|
||||
const Vec3f &p = dst_mesh.vertices[size_t(tri[k])];
|
||||
size_t hit = 0;
|
||||
Vec3f foot;
|
||||
const float d2 = AABBTreeIndirect::squared_distance_to_indexed_triangle_set(
|
||||
src_mesh.vertices, src_mesh.indices, tree, p, hit, foot);
|
||||
if (d2 < 0.f || d2 > limit2 || hit >= src_mesh.indices.size())
|
||||
continue; // nowhere near the source surface: (0, 0), as documented
|
||||
const stl_triangle_vertex_indices &st = src_mesh.indices[hit];
|
||||
float w1 = 0.f, w2 = 0.f;
|
||||
barycentric_weights(src_mesh.vertices[size_t(st[0])], src_mesh.vertices[size_t(st[1])],
|
||||
src_mesh.vertices[size_t(st[2])], foot, w1, w2);
|
||||
const Vec2f *uv = &src_uv[hit * 3];
|
||||
out[j * 3 + size_t(k)] = (1.f - w1 - w2) * uv[0] + w1 * uv[1] + w2 * uv[2];
|
||||
}
|
||||
}
|
||||
});
|
||||
return out;
|
||||
}
|
||||
|
||||
namespace {
|
||||
// apply_uv_transform()'s per-layer constants, worked out once. Triplanar sampling runs the transform
|
||||
// three times per point, and recomputing the rotation's cos/sin and the tiling reciprocal on every one
|
||||
@@ -1841,16 +1682,13 @@ struct UVTransform
|
||||
float scale, cs, sn, aspect;
|
||||
Vec2f offset;
|
||||
|
||||
// `normalized_uv` drops the two steps that only mean something for a coordinate measured on the
|
||||
// model - the millimetre tiling scale and the non-square aspect correction - and keeps the
|
||||
// rotation and offset. See apply_uv_transform(); TextureProjectionMethod::ModelUV is what needs it.
|
||||
UVTransform(const TextureDisplacementLayer &layer, float aspect_, bool normalized_uv = false)
|
||||
UVTransform(const TextureDisplacementLayer &layer, float aspect_)
|
||||
{
|
||||
scale = (normalized_uv || layer.tiling_scale <= 1e-6f) ? 1.f : (1.f / layer.tiling_scale);
|
||||
scale = (layer.tiling_scale > 1e-6f) ? (1.f / layer.tiling_scale) : 1.f;
|
||||
const float rad = layer.rotation_deg * float(M_PI) / 180.f;
|
||||
cs = std::cos(rad);
|
||||
sn = std::sin(rad);
|
||||
aspect = normalized_uv ? 1.f : aspect_;
|
||||
aspect = aspect_;
|
||||
offset = layer.offset;
|
||||
}
|
||||
Vec2f operator()(const Vec2f &planar) const
|
||||
@@ -1875,11 +1713,9 @@ inline Vec3f triplanar_weights(const Vec3f &normal)
|
||||
}
|
||||
} // namespace
|
||||
|
||||
Vec2f apply_uv_transform(const Vec2f &planar, const TextureDisplacementLayer &layer, float aspect, bool normalized_uv)
|
||||
Vec2f apply_uv_transform(const Vec2f &planar, const TextureDisplacementLayer &layer, float aspect)
|
||||
{
|
||||
// A uv that is already normalized has no millimetre scale to divide by and no aspect to correct -
|
||||
// see the header. UVTransform does the same, and the two must stay in step.
|
||||
const float scale = (normalized_uv || layer.tiling_scale <= 1e-6f) ? 1.f : (1.f / layer.tiling_scale);
|
||||
const float scale = (layer.tiling_scale > 1e-6f) ? (1.f / layer.tiling_scale) : 1.f;
|
||||
const Vec2f scaled = planar * scale;
|
||||
|
||||
const float rad = layer.rotation_deg * float(M_PI) / 180.f;
|
||||
@@ -1897,7 +1733,7 @@ Vec2f apply_uv_transform(const Vec2f &planar, const TextureDisplacementLayer &la
|
||||
// Applied after the rotation, not before: scaling one axis of an already-rotated coordinate is a
|
||||
// shear, and doing it the other way round would make "Rotation" skew the pattern instead of
|
||||
// turning it.
|
||||
if (!normalized_uv && aspect > 0.f && aspect != 1.f)
|
||||
if (aspect > 0.f && aspect != 1.f)
|
||||
rotated.y() *= aspect;
|
||||
|
||||
return rotated + layer.offset;
|
||||
@@ -1922,9 +1758,6 @@ float blend_displacement(float accumulated, float value, TextureBlendMode mode)
|
||||
value;
|
||||
return accumulated / divisor;
|
||||
}
|
||||
// Replaces instead of combining, so `accumulated` is deliberately unused: whatever the layers
|
||||
// below put here is gone where this one is painted.
|
||||
case TextureBlendMode::Override: return value;
|
||||
case TextureBlendMode::Add:
|
||||
default: return accumulated + value;
|
||||
}
|
||||
@@ -1954,21 +1787,14 @@ float sample_layer_height(const DecodedHeightTexture &texture, const TextureDisp
|
||||
// apply_uv_transform()). Every projection except the projective "from view" one funnels through
|
||||
// here, so this one line is what makes them all aspect-correct.
|
||||
const float aspect = (texture.height > 0) ? float(texture.width) / float(texture.height) : 1.f;
|
||||
// A ModelUV layer's precomputed uv is the model's own, already normalized; every other coordinate
|
||||
// reaching the transform - the unwrap's, and every analytic projection's - is in millimetres. The
|
||||
// `lscm_uv` test is what keeps the two apart: a ModelUV layer with no channel gets none, falls
|
||||
// through to the millimetre methods below, and must be scaled like them.
|
||||
const bool normalized_uv = layer.projection_method == TextureProjectionMethod::ModelUV &&
|
||||
lscm_uv != nullptr;
|
||||
const UVTransform xf(layer, aspect, normalized_uv);
|
||||
const UVTransform xf(layer, aspect);
|
||||
auto sample_at = [&](const Vec2f &planar) {
|
||||
return texture.sample(xf(planar), layer.tile_enabled, layer.tile_method);
|
||||
};
|
||||
|
||||
// A precomputed per-patch uv - the LSCM solve, or the model's own channel - wins over the layer's
|
||||
// own method (see the header): the caller only passes it when the patch actually has one, so a
|
||||
// patch that failed to unwrap, or a volume with no UV channel, falls through to the analytic
|
||||
// methods below as its documented fallback.
|
||||
// Precomputed per-patch LSCM solve wins over the layer's own method (see the header): the
|
||||
// caller only passes it when the patch actually parameterized successfully, so a patch that
|
||||
// failed to unwrap falls through to the analytic methods below as its documented fallback.
|
||||
if (lscm_uv != nullptr)
|
||||
return sample_at(*lscm_uv);
|
||||
|
||||
@@ -2026,12 +1852,8 @@ bool sample_layer_color(const DecodedHeightTexture &texture, const TextureDispla
|
||||
// the two differ in what "nothing here" means. Height returns 0, which is a perfectly good height
|
||||
// (no displacement); colour has no such neutral value - black is a colour - so every path that
|
||||
// returns 0 there has to report false here instead, and the caller leaves the triangle uncoloured.
|
||||
const float aspect = (texture.height > 0) ? float(texture.width) / float(texture.height) : 1.f;
|
||||
// Same reasoning as sample_layer_height(), and it has to match it exactly or a layer's colour and
|
||||
// its relief would be read from different places in the image.
|
||||
const bool normalized_uv = layer.projection_method == TextureProjectionMethod::ModelUV &&
|
||||
lscm_uv != nullptr;
|
||||
const UVTransform xf(layer, aspect, normalized_uv);
|
||||
const float aspect = (texture.height > 0) ? float(texture.width) / float(texture.height) : 1.f;
|
||||
const UVTransform xf(layer, aspect);
|
||||
auto sample_at = [&](const Vec2f &planar) {
|
||||
return texture.sample_color(xf(planar), layer.tile_enabled, layer.tile_method);
|
||||
};
|
||||
@@ -2045,8 +1867,6 @@ bool sample_layer_color(const DecodedHeightTexture &texture, const TextureDispla
|
||||
};
|
||||
|
||||
if (lscm_uv != nullptr) {
|
||||
// The coverage test goes through the same transform, so an untiled ModelUV layer is "there"
|
||||
// exactly where the model's own uv lands inside the image.
|
||||
if (!covered(*lscm_uv))
|
||||
return false;
|
||||
out = sample_at(*lscm_uv);
|
||||
@@ -2391,10 +2211,9 @@ indexed_triangle_set build_texture_displacement_v2(const indexed_triangle_set
|
||||
const TextureColorRequest *color,
|
||||
bool flip_normals,
|
||||
BakeStageRecorder *debug,
|
||||
TextureBakeStats *stats,
|
||||
const std::vector<Vec2f> *model_uv)
|
||||
TextureBakeStats *stats)
|
||||
{
|
||||
HeightFieldSampler combined = make_combined_displacement_sampler(mesh, layers, facets_data, model_uv);
|
||||
HeightFieldSampler combined = make_combined_displacement_sampler(mesh, layers, facets_data);
|
||||
if (!combined)
|
||||
return mesh; // nothing decodable to displace with
|
||||
|
||||
@@ -2564,8 +2383,7 @@ indexed_triangle_set build_texture_displacement_v2(const indexed_triangle_set
|
||||
// part of it (half a tile in the neighbour's colour, a tile edge that wanders).
|
||||
const bool want_color = color != nullptr && color->out_triangle != nullptr && bool(color->quantize);
|
||||
const ColorFieldSampler color_sampler =
|
||||
want_color ? make_combined_color_sampler(mesh, layers, facets_data, color->quantize, color->quantize_pure, model_uv) :
|
||||
ColorFieldSampler{};
|
||||
want_color ? make_combined_color_sampler(mesh, layers, facets_data, color->quantize, color->quantize_pure) : ColorFieldSampler{};
|
||||
//
|
||||
// The *palette* index, not the printed filament. The decimation treats any edge whose two faces
|
||||
// differ as a crease (TextureBakeDecimate.cpp), so it must only ever see where the **perceived**
|
||||
@@ -2697,8 +2515,7 @@ static indexed_triangle_set build_texture_displacement_in_place(
|
||||
const TextureColorRequest *color,
|
||||
bool flip_normals,
|
||||
BakeStageRecorder *debug,
|
||||
TextureBakeStats *stats,
|
||||
const std::vector<Vec2f> *model_uv)
|
||||
TextureBakeStats *stats)
|
||||
{
|
||||
// The classic path moves the vertices the mesh already has, so there is no budget to report on.
|
||||
(void) stats;
|
||||
@@ -2735,7 +2552,7 @@ static indexed_triangle_set build_texture_displacement_in_place(
|
||||
|
||||
if (options.pipeline_v2)
|
||||
return build_texture_displacement_v2(mesh, layers, facets_data, options, progress, color, flip_normals,
|
||||
debug, stats, model_uv);
|
||||
debug, stats);
|
||||
|
||||
// Layers are combined in slot order, like stacked layers in an image editor: each one folds its
|
||||
// own displacement into the running total via its blend mode (see TextureBlendMode).
|
||||
@@ -2853,19 +2670,13 @@ static indexed_triangle_set build_texture_displacement_in_place(
|
||||
selector_dirty = true;
|
||||
|
||||
const bool color_this_layer = want_color && layer->color_enabled;
|
||||
// The model's own channel is per base-mesh *triangle*, so reading it needs to know which base
|
||||
// triangle each (possibly brush-split) patch triangle came from - the colour pass's map, asked
|
||||
// for here as well.
|
||||
const bool model_uv_layer = layer->projection_method == TextureProjectionMethod::ModelUV &&
|
||||
model_uv != nullptr && model_uv->size() == mesh.indices.size() * 3;
|
||||
// A flat-colour image is matched against the filaments alone (see TextureColorRequest).
|
||||
const ColorQuantizeFn &layer_quantize =
|
||||
(color_this_layer && color->quantize_pure && analyze_texture_detail(*layer).flat_colors) ? color->quantize_pure
|
||||
: color->quantize;
|
||||
std::vector<int> patch_source; // sub-triangle -> base mesh triangle; built when colouring or mapping by ModelUV
|
||||
std::vector<int> patch_source; // sub-triangle -> base mesh triangle, only built when colouring
|
||||
const indexed_triangle_set patch =
|
||||
selector.get_facets_strict(EnforcerBlockerType::ENFORCER,
|
||||
(color_this_layer || model_uv_layer) ? &patch_source : nullptr);
|
||||
selector.get_facets_strict(EnforcerBlockerType::ENFORCER, color_this_layer ? &patch_source : nullptr);
|
||||
if (patch.indices.empty())
|
||||
continue;
|
||||
// get_facets_strict() returns the same vertex array whichever state is asked for (only the
|
||||
@@ -2896,25 +2707,18 @@ static indexed_triangle_set build_texture_displacement_in_place(
|
||||
// A real unwrap of the whole patch, computed once here rather than per vertex - it is a
|
||||
// per-chart solve over the whole patch, not a per-point formula. Cached, so repeating this
|
||||
// for every slider tweak costs a hash rather than a re-solve (see compute_patch_unwrap()).
|
||||
// ModelUV takes its corners from the volume's own channel instead of solving anything, and
|
||||
// collapses them to one per vertex the same way the unwrap does.
|
||||
const std::vector<Vec2f> model_corner_uvs = model_uv_layer ?
|
||||
compute_model_corner_uvs(mesh, *model_uv, patch, patch_source) :
|
||||
std::vector<Vec2f>{};
|
||||
const std::vector<Vec2f> patch_uvs = model_uv_layer ? collapse_corner_uvs(patch, model_corner_uvs) :
|
||||
(layer->projection_method == TextureProjectionMethod::LSCM) ?
|
||||
const std::vector<Vec2f> lscm_uvs = (layer->projection_method == TextureProjectionMethod::LSCM) ?
|
||||
compute_lscm_uvs(patch, *layer) :
|
||||
std::vector<Vec2f>{};
|
||||
// The colour pass below samples per *triangle*, so it takes the per-corner unwrap instead: the
|
||||
// per-vertex collapse above would hand a triangle at a seam the island layout did not join its
|
||||
// neighbour's placement, painting one triangle per face from the wrong part of the texture.
|
||||
// (The displacement itself stays on patch_uvs - a vertex has one position, so one height.)
|
||||
const std::vector<Vec2f> patch_corner_uvs = model_uv_layer ? model_corner_uvs :
|
||||
(layer->projection_method == TextureProjectionMethod::LSCM) ?
|
||||
// (The displacement itself stays on lscm_uvs - a vertex has one position, so one height.)
|
||||
const std::vector<Vec2f> lscm_corner_uvs = (layer->projection_method == TextureProjectionMethod::LSCM) ?
|
||||
compute_lscm_corner_uvs(patch, *layer) :
|
||||
std::vector<Vec2f>{};
|
||||
const bool corner_uv_ok = !patch_corner_uvs.empty() &&
|
||||
patch_corner_uvs.size() == patch.indices.size() * 3;
|
||||
const bool corner_uv_ok = !lscm_corner_uvs.empty() &&
|
||||
lscm_corner_uvs.size() == patch.indices.size() * 3;
|
||||
|
||||
// Colour, if this layer carries any. Area-weighted over each base triangle's *painted* part,
|
||||
// so a triangle the brush only clipped a corner off takes the colour of that corner rather
|
||||
@@ -2944,7 +2748,7 @@ static indexed_triangle_set build_texture_displacement_in_place(
|
||||
// the per-vertex height sampling uses, evaluated at the centroid instead.
|
||||
Vec3f n = Vec3f::Zero();
|
||||
Vec2f uv = Vec2f::Zero();
|
||||
bool have_uv = !patch_uvs.empty();
|
||||
bool have_uv = !lscm_uvs.empty();
|
||||
for (int k = 0; k < 3; ++k) {
|
||||
const int vi = t[k];
|
||||
if (vi < int(vertex_normals.size()))
|
||||
@@ -2952,9 +2756,9 @@ static indexed_triangle_set build_texture_displacement_in_place(
|
||||
if (!have_uv)
|
||||
continue;
|
||||
if (corner_uv_ok)
|
||||
uv += patch_corner_uvs[j * 3 + size_t(k)];
|
||||
else if (size_t(vi) < patch_uvs.size())
|
||||
uv += patch_uvs[size_t(vi)];
|
||||
uv += lscm_corner_uvs[j * 3 + size_t(k)];
|
||||
else if (size_t(vi) < lscm_uvs.size())
|
||||
uv += lscm_uvs[size_t(vi)];
|
||||
else
|
||||
have_uv = false;
|
||||
}
|
||||
@@ -3028,7 +2832,7 @@ static indexed_triangle_set build_texture_displacement_in_place(
|
||||
[&](const tbb::blocked_range<size_t> &range) {
|
||||
for (size_t k = range.begin(); k < range.end(); ++k) {
|
||||
const size_t vi = size_t(layer_vertices[k]);
|
||||
const Vec2f *lscm_uv = patch_uvs.empty() ? nullptr : &patch_uvs[vi];
|
||||
const Vec2f *lscm_uv = lscm_uvs.empty() ? nullptr : &lscm_uvs[vi];
|
||||
const float h = sample_layer_height(height, *layer, mesh.vertices[vi], vertex_normals[vi],
|
||||
patch_centroid, patch_axis, lscm_uv);
|
||||
// midlevel is the height that means "stay put", so anything below it displaces
|
||||
@@ -3161,8 +2965,7 @@ indexed_triangle_set build_texture_displacement(const indexed_triangle_set
|
||||
const TextureColorRequest *color,
|
||||
const Transform3d &volume_to_world,
|
||||
BakeStageRecorder *debug,
|
||||
TextureBakeStats *stats,
|
||||
const std::vector<Vec2f> *model_uv)
|
||||
TextureBakeStats *stats)
|
||||
{
|
||||
// An untransformed volume on an untransformed instance is by far the common case, and the round
|
||||
// trip costs two matrix multiplies per vertex on a mesh that can carry millions of them - so take
|
||||
@@ -3172,7 +2975,7 @@ indexed_triangle_set build_texture_displacement(const indexed_triangle_set
|
||||
const Transform3d frame = texture_displacement_bake_frame(volume_to_world);
|
||||
if (frame.matrix().isApprox(Transform3d::Identity().matrix()))
|
||||
return build_texture_displacement_in_place(base_mesh, layers, facets_data, options, progress, color,
|
||||
false, debug, stats, model_uv);
|
||||
false, debug, stats);
|
||||
|
||||
const Transform3d to_local = frame.inverse();
|
||||
// A mirroring placement leaves the positions correct but every winding-derived normal pointing
|
||||
@@ -3186,10 +2989,8 @@ indexed_triangle_set build_texture_displacement(const indexed_triangle_set
|
||||
v = (frame * v.cast<double>()).cast<float>();
|
||||
|
||||
const size_t debug_mark = (debug != nullptr) ? debug->mark() : 0;
|
||||
// The UV channel rides along untouched: a uv is a coordinate in the texture, not on the model, so
|
||||
// the frame the mesh is measured in does not reach it.
|
||||
indexed_triangle_set out = build_texture_displacement_in_place(world, layers, facets_data, options,
|
||||
progress, color, mirrored, debug, stats, model_uv);
|
||||
progress, color, mirrored, debug, stats);
|
||||
// Everything the bake recorded is in world millimetres, like `out` itself. The debug view draws in
|
||||
// the volume's local frame, so the stages are brought back the same way the result is.
|
||||
if (debug != nullptr)
|
||||
@@ -3261,8 +3062,7 @@ indexed_triangle_set build_texture_displacement(const ModelVolume &volume)
|
||||
|
||||
return build_texture_displacement(volume.mesh().its, volume.texture_displacement_layers, facets_data,
|
||||
volume.texture_displacement_options, {}, nullptr,
|
||||
texture_displacement_volume_to_world(volume), nullptr, nullptr,
|
||||
volume.has_texture_uv() ? &volume.texture_uv : nullptr);
|
||||
texture_displacement_volume_to_world(volume));
|
||||
}
|
||||
|
||||
void smooth_mesh_vertices(indexed_triangle_set &mesh, const std::vector<uint8_t> &movable, float strength,
|
||||
@@ -3326,18 +3126,16 @@ void smooth_mesh_vertices(indexed_triangle_set &mesh, const std::vector<uint8_t>
|
||||
namespace {
|
||||
// One decoded texture + placement per sampleable layer, in blend (slot) order. Held by shared_ptr so
|
||||
// the returned closure owns it for as long as the subdivider keeps calling back.
|
||||
// A per-triangle uv map turned into something a *point* sampler can use. Neither of the two maps that
|
||||
// are not a formula from position to uv - the LSCM unwrap and the model's own UV channel - can be
|
||||
// evaluated at an arbitrary point directly, so a point is placed on the painted patch (the nearest
|
||||
// patch triangle, and its barycentric coordinates there) and the uv is interpolated from that
|
||||
// triangle's own per-corner uvs. Exact for a point on the base surface, which is where both samplers
|
||||
// are queried: the displacement samples refined positions before moving them, and the colour pass
|
||||
// samples the foot point on the painted pieces.
|
||||
// An unwrap turned into something a *point* sampler can use. LSCM has no formula from position to
|
||||
// uv - it is a per-triangle map - so a point is placed on the painted patch (the nearest patch
|
||||
// triangle, and its barycentric coordinates there) and the uv is interpolated from that triangle's own
|
||||
// per-corner uvs. Exact for a point on the base surface, which is where both samplers are queried: the
|
||||
// displacement samples refined positions before moving them, and the colour pass samples the foot
|
||||
// point on the painted pieces.
|
||||
struct LscmLookup {
|
||||
indexed_triangle_set patch; // the layer's painted patch, as the uvs were computed on
|
||||
indexed_triangle_set patch; // the layer's painted patch, as the unwrap was solved on
|
||||
AABBTreeIndirect::Tree3f tree;
|
||||
// compute_lscm_corner_uvs(patch, layer), or compute_model_corner_uvs() for a ModelUV layer
|
||||
std::vector<Vec2f> corner;
|
||||
std::vector<Vec2f> corner; // compute_lscm_corner_uvs(patch, layer)
|
||||
|
||||
// False when `pos` is not on this layer's patch (farther than `tol`): there is no uv there, so the
|
||||
// layer contributes nothing - the same as a non-tiled texture outside its placement.
|
||||
@@ -3350,9 +3148,15 @@ struct LscmLookup {
|
||||
if (d2 < 0.f || d2 > tol * tol || hit >= patch.indices.size())
|
||||
return false;
|
||||
const stl_triangle_vertex_indices &t = patch.indices[hit];
|
||||
float w1 = 0.f, w2 = 0.f; // a degenerate triangle takes its centroid's uv
|
||||
barycentric_weights(patch.vertices[size_t(t[0])], patch.vertices[size_t(t[1])], patch.vertices[size_t(t[2])],
|
||||
foot, w1, w2);
|
||||
const Vec3f &a = patch.vertices[size_t(t[0])], &b = patch.vertices[size_t(t[1])], &c = patch.vertices[size_t(t[2])];
|
||||
const Vec3f e0 = b - a, e1 = c - a, ep = foot - a;
|
||||
const float d00 = e0.dot(e0), d01 = e0.dot(e1), d11 = e1.dot(e1), dp0 = ep.dot(e0), dp1 = ep.dot(e1);
|
||||
const float den = d00 * d11 - d01 * d01;
|
||||
float w1 = 1.f / 3.f, w2 = 1.f / 3.f; // a degenerate triangle takes its centroid's uv
|
||||
if (std::abs(den) > 1e-20f) {
|
||||
w1 = (d11 * dp0 - d01 * dp1) / den;
|
||||
w2 = (d00 * dp1 - d01 * dp0) / den;
|
||||
}
|
||||
const Vec2f *c3 = &corner[hit * 3];
|
||||
uv = (1.f - w1 - w2) * c3[0] + w1 * c3[1] + w2 * c3[2];
|
||||
return true;
|
||||
@@ -3411,7 +3215,7 @@ struct PreparedLayer {
|
||||
// where a layer is placed. `need_color` additionally drops layers that cannot contribute colour.
|
||||
std::shared_ptr<std::vector<PreparedLayer>> prepare_sampleable_layers(
|
||||
const indexed_triangle_set &base_mesh, const std::vector<TextureDisplacementLayer> &layers,
|
||||
const TextureDisplacementFacetsData &facets_data, bool need_color, const std::vector<Vec2f> *model_uv)
|
||||
const TextureDisplacementFacetsData &facets_data, bool need_color)
|
||||
{
|
||||
auto prepared = std::make_shared<std::vector<PreparedLayer>>();
|
||||
|
||||
@@ -3442,14 +3246,9 @@ std::shared_ptr<std::vector<PreparedLayer>> prepare_sampleable_layers(
|
||||
if (tex.empty() || (need_color && !tex.has_color()))
|
||||
continue;
|
||||
|
||||
const bool model_uv_layer = layer->projection_method == TextureProjectionMethod::ModelUV &&
|
||||
model_uv != nullptr && model_uv->size() == base_mesh.indices.size() * 3;
|
||||
|
||||
TriangleSelector selector(selector_mesh);
|
||||
selector.deserialize(data, false);
|
||||
std::vector<int> patch_source; // only the model's own channel needs it; see the classic path
|
||||
const indexed_triangle_set patch =
|
||||
selector.get_facets_strict(EnforcerBlockerType::ENFORCER, model_uv_layer ? &patch_source : nullptr);
|
||||
const indexed_triangle_set patch = selector.get_facets_strict(EnforcerBlockerType::ENFORCER);
|
||||
if (patch.indices.empty())
|
||||
continue;
|
||||
|
||||
@@ -3459,16 +3258,12 @@ std::shared_ptr<std::vector<PreparedLayer>> prepare_sampleable_layers(
|
||||
texture_displacement_patch_frame(patch, vertex_normals, centroid, axis, average_normal);
|
||||
|
||||
std::shared_ptr<const LscmLookup> lscm;
|
||||
if (model_uv_layer || layer->projection_method == TextureProjectionMethod::LSCM) {
|
||||
if (layer->projection_method == TextureProjectionMethod::LSCM) {
|
||||
// Solved on the very patch the classic path and the GUI solve it on (same geometry, seam
|
||||
// angle and edges), so it hits the unwrap cache and lands exactly where the UV editor
|
||||
// shows it, hand-placed islands and UV edits included. A ModelUV layer needs no solve at
|
||||
// all - its corners are read straight out of the volume's channel - but it is looked up
|
||||
// through the same per-triangle machinery, for the same reason: there is no formula from a
|
||||
// point to its uv.
|
||||
// shows it, hand-placed islands and UV edits included.
|
||||
auto l = std::make_shared<LscmLookup>();
|
||||
l->corner = model_uv_layer ? compute_model_corner_uvs(base_mesh, *model_uv, patch, patch_source) :
|
||||
compute_lscm_corner_uvs(patch, *layer);
|
||||
l->corner = compute_lscm_corner_uvs(patch, *layer);
|
||||
if (l->corner.size() == patch.indices.size() * 3) {
|
||||
l->patch = patch;
|
||||
l->tree = AABBTreeIndirect::build_aabb_tree_over_indexed_triangle_set(l->patch.vertices, l->patch.indices);
|
||||
@@ -3494,12 +3289,11 @@ ColorFieldSampler make_combined_color_sampler(const indexed_triangle_set
|
||||
const std::vector<TextureDisplacementLayer> &layers,
|
||||
const TextureDisplacementFacetsData &facets_data,
|
||||
ColorQuantizeFn quantize,
|
||||
ColorQuantizeFn quantize_pure,
|
||||
const std::vector<Vec2f> *model_uv)
|
||||
ColorQuantizeFn quantize_pure)
|
||||
{
|
||||
if (!quantize)
|
||||
return nullptr;
|
||||
auto prepared = prepare_sampleable_layers(base_mesh, layers, facets_data, /* need_color */ true, model_uv);
|
||||
auto prepared = prepare_sampleable_layers(base_mesh, layers, facets_data, /* need_color */ true);
|
||||
if (prepared->empty())
|
||||
return nullptr;
|
||||
// Per layer: a flat-colour image is matched against the filaments alone, when that quantizer
|
||||
@@ -3530,10 +3324,9 @@ ColorFieldSampler make_combined_color_sampler(const indexed_triangle_set
|
||||
|
||||
HeightFieldSampler make_combined_displacement_sampler(const indexed_triangle_set &base_mesh,
|
||||
const std::vector<TextureDisplacementLayer> &layers,
|
||||
const TextureDisplacementFacetsData &facets_data,
|
||||
const std::vector<Vec2f> *model_uv)
|
||||
const TextureDisplacementFacetsData &facets_data)
|
||||
{
|
||||
auto prepared = prepare_sampleable_layers(base_mesh, layers, facets_data, /* need_color */ false, model_uv);
|
||||
auto prepared = prepare_sampleable_layers(base_mesh, layers, facets_data, /* need_color */ false);
|
||||
if (prepared->empty())
|
||||
return nullptr;
|
||||
|
||||
@@ -5517,44 +5310,40 @@ bool texture_displacement_layers_from_json(const std::string
|
||||
if (!root.is_object())
|
||||
return false;
|
||||
|
||||
TextureDisplacementOptions out_options;
|
||||
if (const auto it = root.find("options"); it != root.end() && it->is_object()) {
|
||||
const nlohmann::json &opt = *it;
|
||||
read(opt, "displace_border", out_options.displace_border);
|
||||
read(opt, "smooth_enabled", out_options.smooth_enabled);
|
||||
read(opt, "smooth_strength", out_options.smooth_strength);
|
||||
read(opt, "smooth_iterations", out_options.smooth_iterations);
|
||||
read(opt, "smooth_skip_border", out_options.smooth_skip_border);
|
||||
read(opt, "pipeline_v2", out_options.pipeline_v2);
|
||||
read(opt, "v2_refine_mm", out_options.v2_refine_mm);
|
||||
read(opt, "v2_regularize", out_options.v2_regularize);
|
||||
read(opt, "v2_max_triangles_k", out_options.v2_max_triangles_k);
|
||||
read(opt, "v2_relocate", out_options.v2_relocate);
|
||||
read(opt, "v2_flip_edges", out_options.v2_flip_edges);
|
||||
read(opt, "color_mix_enabled", out_options.color_mix_enabled);
|
||||
read(opt, "color_despeckle", out_options.color_despeckle);
|
||||
read(opt, "color_mix_count", out_options.color_mix_count);
|
||||
read(opt, "active_slot", out_options.active_slot);
|
||||
read(opt, "panel_mode", out_options.panel_mode);
|
||||
out_options.active_slot = std::clamp(out_options.active_slot, 0, int(TEXTURE_DISPLACEMENT_MAX_LAYERS) - 1);
|
||||
out_options.panel_mode = std::clamp(out_options.panel_mode, 0, 1);
|
||||
}
|
||||
|
||||
TextureDisplacementOptions out_options;
|
||||
std::vector<TextureDisplacementLayer> out_layers;
|
||||
// read() skips a value of the wrong type, but the vector, matrix, seam, island and UV-override arrays
|
||||
// below read their numbers with get<>(), which throws on one; that rejects the document, like text that
|
||||
// does not parse.
|
||||
// Past the parse, a value of the wrong type still throws: get<int>() on a string, get<float>() on
|
||||
// null. Nothing between here and the project load catches that, so one bad number would fail the
|
||||
// whole file instead of this one block. Report it malformed and let the volume load without it.
|
||||
try {
|
||||
if (const auto it = root.find("options"); it != root.end() && it->is_object()) {
|
||||
const nlohmann::json &opt = *it;
|
||||
read(opt, "displace_border", out_options.displace_border);
|
||||
read(opt, "smooth_enabled", out_options.smooth_enabled);
|
||||
read(opt, "smooth_strength", out_options.smooth_strength);
|
||||
read(opt, "smooth_iterations", out_options.smooth_iterations);
|
||||
read(opt, "smooth_skip_border", out_options.smooth_skip_border);
|
||||
read(opt, "pipeline_v2", out_options.pipeline_v2);
|
||||
read(opt, "v2_refine_mm", out_options.v2_refine_mm);
|
||||
read(opt, "v2_regularize", out_options.v2_regularize);
|
||||
read(opt, "v2_max_triangles_k", out_options.v2_max_triangles_k);
|
||||
read(opt, "v2_relocate", out_options.v2_relocate);
|
||||
read(opt, "v2_flip_edges", out_options.v2_flip_edges);
|
||||
read(opt, "color_mix_enabled", out_options.color_mix_enabled);
|
||||
read(opt, "color_despeckle", out_options.color_despeckle);
|
||||
read(opt, "color_mix_count", out_options.color_mix_count);
|
||||
read(opt, "active_slot", out_options.active_slot);
|
||||
read(opt, "panel_mode", out_options.panel_mode);
|
||||
out_options.active_slot = std::clamp(out_options.active_slot, 0, int(TEXTURE_DISPLACEMENT_MAX_LAYERS) - 1);
|
||||
out_options.panel_mode = std::clamp(out_options.panel_mode, 0, 1);
|
||||
}
|
||||
|
||||
if (const auto it = root.find("layers"); it != root.end() && it->is_array()) {
|
||||
for (const nlohmann::json &j : *it) {
|
||||
if (!j.is_object())
|
||||
continue;
|
||||
TextureDisplacementLayer l;
|
||||
read(j, "slot", l.slot);
|
||||
// The panel and the paint masks are indexed by slot, so a layer without a valid one rejects the
|
||||
// document rather than reaching them.
|
||||
if (l.slot < 0 || l.slot >= int(TEXTURE_DISPLACEMENT_MAX_LAYERS))
|
||||
return false;
|
||||
read(j, "name", l.name);
|
||||
read(j, "path", l.path);
|
||||
read(j, "path_in_3mf", l.path_in_3mf);
|
||||
@@ -5621,7 +5410,7 @@ bool texture_displacement_layers_from_json(const std::string
|
||||
out_layers.push_back(std::move(l));
|
||||
}
|
||||
}
|
||||
} catch (const nlohmann::json::exception &) {
|
||||
} catch (...) {
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
@@ -86,17 +86,6 @@ enum class TextureProjectionMethod : int
|
||||
// that is inherent to view projection and is the user's call, not a bug. The projector's two
|
||||
// in-plane axes live in TextureDisplacementLayer::view_project_right/up.
|
||||
ViewProjected = 4,
|
||||
// The model's own texture coordinates, as the file it was imported from carried them (see
|
||||
// ModelVolume::texture_uv). Nothing is unwrapped or projected: the artist's layout *is* the
|
||||
// placement, so a texture authored against that layout - the model's own albedo map, say - lands
|
||||
// exactly where it was painted. Automatically picked for a new layer on a volume that has a UV
|
||||
// channel, since re-unwrapping a model that already carries one can only be worse than using it.
|
||||
//
|
||||
// The uv is already normalized, so unlike every method above it is not measured in millimetres:
|
||||
// "Tile size" and the non-square aspect correction do not apply to it (the layer's rotation and
|
||||
// offset still do). Falls back to Triplanar when the volume has no channel, exactly as LSCM falls
|
||||
// back when a patch cannot be flattened.
|
||||
ModelUV = 5,
|
||||
};
|
||||
|
||||
// Dihedral angle (degrees) above which an edge between two painted triangles becomes a chart seam
|
||||
@@ -132,11 +121,6 @@ enum class TextureBlendMode : int
|
||||
Subtract = 1, // acc - value (carve this layer's relief out of the layers below)
|
||||
Multiply = 2, // acc * (value / 1mm) (mask/modulate the layers below by this layer)
|
||||
Divide = 3, // acc / (value / 1mm) (inverse mask; guarded against a zero/near-zero divisor)
|
||||
// acc = value: this layer replaces what is under it instead of combining with it, so where it is
|
||||
// painted only its own relief remains. The image editor's "Normal" mode, under the name the panel
|
||||
// uses. Note the stack's *colour* already behaves this way - a higher slot's colour overwrites a
|
||||
// lower one's where they overlap - so this is what makes the displacement agree with it.
|
||||
Override = 4,
|
||||
};
|
||||
|
||||
// Combines one layer's signed displacement `value` (mm) into `accumulated` (mm) per `mode`.
|
||||
@@ -440,10 +424,7 @@ struct TextureDisplacementOptions
|
||||
// responsible for writing it and for filling `image_data` back in on load.
|
||||
std::string texture_displacement_layers_to_json(const std::vector<TextureDisplacementLayer> &layers,
|
||||
const TextureDisplacementOptions &options);
|
||||
// Returns false and leaves both outputs untouched when the text is not a valid JSON object, a number in a
|
||||
// layer's vector, matrix, seam, island or UV-override array has the wrong type, or a layer's slot is
|
||||
// missing or outside [0, TEXTURE_DISPLACEMENT_MAX_LAYERS). Any other value of the wrong type or shape
|
||||
// keeps its default.
|
||||
// Returns false and leaves both outputs untouched when the text is not valid JSON.
|
||||
bool texture_displacement_layers_from_json(const std::string &text,
|
||||
std::vector<TextureDisplacementLayer> &layers,
|
||||
TextureDisplacementOptions &options);
|
||||
@@ -584,13 +565,7 @@ Vec2f project_planar(const Vec3f &position, const Vec3f &normal);
|
||||
// squeezed into a square tile: `tiling_scale` is the tile's size along u, and the tile is
|
||||
// `tiling_scale * height / width` mm along v, which keeps texels square. 1 (the default) is the
|
||||
// square case and leaves the coordinate exactly as it always was.
|
||||
//
|
||||
// `normalized_uv` says the coordinate is already a uv rather than a millimetre measurement on the
|
||||
// model - which is what TextureProjectionMethod::ModelUV hands in. Then neither the tiling scale (mm
|
||||
// per tile is meaningless for it) nor the aspect correction (the artist's layout already accounts for
|
||||
// the image's proportions) applies, and only the rotation and offset are left.
|
||||
Vec2f apply_uv_transform(const Vec2f &planar, const TextureDisplacementLayer &layer, float aspect = 1.f,
|
||||
bool normalized_uv = false);
|
||||
Vec2f apply_uv_transform(const Vec2f &planar, const TextureDisplacementLayer &layer, float aspect = 1.f);
|
||||
|
||||
// Applies a row-major 3x4 projective matrix (see TextureDisplacementLayer::view_project_matrix) to a
|
||||
// local-space point, writing the resulting texture uv. Returns false - and leaves `uv` untouched -
|
||||
@@ -627,31 +602,6 @@ bool sample_layer_color(const DecodedHeightTexture &texture, const TextureDispla
|
||||
const Vec3f &patch_center = Vec3f::Zero(), const Vec3f &patch_axis = Vec3f::UnitZ(),
|
||||
const Vec2f *lscm_uv = nullptr);
|
||||
|
||||
// Carries a per-facet paint annotation - the colour paint above all - from a mesh onto the mesh a
|
||||
// bake produced from it: every triangle of `dst_mesh` takes the state painted at its own foot point on
|
||||
// `src_mesh`, i.e. on the nearest point of the surface it was built from. Returned as one
|
||||
// EnforcerBlockerType per `dst_mesh` triangle, 0 (NONE) where that foot point carried no paint.
|
||||
//
|
||||
// ModelVolume::restore_painting() cannot do this. Its remap pairs a source paint triangle with a
|
||||
// target triangle that *overlaps* it to within 0.01 mm, which is right for a remesh or a
|
||||
// simplification - they leave the surface where it was - and useless after a bake, which moves the
|
||||
// surface by the relief depth. Measured on a model displaced by a tenth of its own size, that remap
|
||||
// kept a quarter of the colour and left the rest unpainted; this keeps essentially all of it, because
|
||||
// a foot point is exactly as far away as the relief is deep and the lookup does not care how far that
|
||||
// is.
|
||||
//
|
||||
// The source's *sub*-triangles are what is looked up, not its triangles, so the part of a triangle a
|
||||
// brush stroke only clipped a corner off keeps its own state rather than rounding to the whole
|
||||
// triangle's. No distance limit is needed or wanted: the nearest point on the source surface is where
|
||||
// a baked triangle came from however far the relief carried it, and an unpainted origin reports NONE
|
||||
// on its own.
|
||||
//
|
||||
// Returns an empty vector when `src_paint` is empty or either mesh is - the caller then has nothing to
|
||||
// carry, which is not the same as "carry nothing".
|
||||
std::vector<uint8_t> transfer_facet_paint(const indexed_triangle_set &src_mesh,
|
||||
const TriangleSelector::TriangleSplittingData &src_paint,
|
||||
const indexed_triangle_set &dst_mesh);
|
||||
|
||||
// Area-weighted centroid and average normal of a layer's currently painted patch, in mesh-local
|
||||
// coordinates - the same measurements build_texture_displacement() uses to pick its dominant
|
||||
// projection axis. Used by the GUI to anchor the on-canvas "adjust texture placement" gizmo to
|
||||
@@ -765,55 +715,6 @@ std::vector<Vec2f> compute_lscm_uvs(const indexed_triangle_set &patch, const Tex
|
||||
// Returns an empty vector if the patch has no triangles or the unwrap carries no source_face map.
|
||||
std::vector<Vec2f> compute_lscm_corner_uvs(const indexed_triangle_set &patch, const TextureDisplacementLayer &layer);
|
||||
|
||||
// Three UVs per patch triangle, read out of the model's *own* UV channel - the
|
||||
// TextureProjectionMethod::ModelUV counterpart of compute_lscm_corner_uvs(), and laid out the same way
|
||||
// (corner k of triangle i at index 3i+k).
|
||||
//
|
||||
// `model_uv` is the volume's channel: three uvs per triangle of `base_mesh`, in its triangle order
|
||||
// (see ModelVolume::texture_uv). `patch_source` maps each patch triangle back to the base-mesh
|
||||
// triangle it was cut from - TriangleSelector::get_facets_strict()'s out_source. A patch triangle is
|
||||
// always a piece of exactly one base triangle, so each of its corners is interpolated barycentrically
|
||||
// inside that triangle's three uvs. That is what keeps a sub-triangle the brush split (whose corners
|
||||
// are not base-mesh vertices at all) on the texture, and what keeps the two sides of a UV seam
|
||||
// reading from their own island instead of from one averaged coordinate.
|
||||
//
|
||||
// Returns an empty vector when the channel does not match `base_mesh`, when `patch_source` does not
|
||||
// match `patch`, or when either is empty - the callers treat that as "no placement" and fall back,
|
||||
// exactly as they do for an unwrap that failed.
|
||||
std::vector<Vec2f> compute_model_corner_uvs(const indexed_triangle_set &base_mesh,
|
||||
const std::vector<Vec2f> &model_uv,
|
||||
const indexed_triangle_set &patch,
|
||||
const std::vector<int> &patch_source);
|
||||
|
||||
// One UV per patch vertex, collapsed from a per-corner array: the first corner to reach a vertex wins.
|
||||
// This is the per-corner/per-vertex split compute_lscm_uvs() documents, applied to any corner array -
|
||||
// displacement is per-vertex, so a vertex on a seam has to settle on one of its copies.
|
||||
// Returns an empty vector if `corner` is not three per patch triangle.
|
||||
std::vector<Vec2f> collapse_corner_uvs(const indexed_triangle_set &patch, const std::vector<Vec2f> &corner);
|
||||
|
||||
// Resamples a per-corner UV channel from `src_mesh` onto `dst_mesh`, for when something replaces a
|
||||
// volume's mesh and the model's own UV channel has to come along: the colour import's painted mesh,
|
||||
// the gizmo's remesh/subdivide, the default bake pipeline's rebuild. Each destination corner takes the
|
||||
// uv of its closest point on the source surface, interpolated barycentrically inside the source
|
||||
// triangle it lands on - the same transfer LscmLookup does per point, run over every corner.
|
||||
//
|
||||
// Exact wherever the two meshes describe the same surface, which is the case for every caller here
|
||||
// (they subdivide, repair or displace it, they do not reshape it). A corner that lands nowhere near
|
||||
// the source - farther than `max_distance` (negative: no limit) - takes (0, 0).
|
||||
//
|
||||
// One thing a positional transfer cannot reproduce: a *seam* vertex, where one position carries a
|
||||
// different uv in each island that meets there. Position alone does not say which island a corner
|
||||
// belongs to, so corners on a seam all take whichever island the nearest-triangle lookup lands on,
|
||||
// and the texture can be off by up to one triangle in a band along the island borders. Doing better
|
||||
// needs a triangle-to-triangle correspondence, which only some of the stages that replace a mesh
|
||||
// have (a remesh has none at all).
|
||||
//
|
||||
// Returns an empty vector when `src_uv` is not three per source triangle, or when either mesh is empty.
|
||||
std::vector<Vec2f> transfer_uv_channel(const indexed_triangle_set &src_mesh,
|
||||
const std::vector<Vec2f> &src_uv,
|
||||
const indexed_triangle_set &dst_mesh,
|
||||
float max_distance = -1.f);
|
||||
|
||||
// The TextureDisplacementLayer::lscm_uv_overrides key for one unwrapped vertex (an index into PatchUnwrap::uvs).
|
||||
inline int lscm_uv_override_key(int unwrapped_vertex) { return -(unwrapped_vertex + 1); }
|
||||
|
||||
@@ -872,10 +773,6 @@ using TextureDisplacementFacetsData = std::array<TriangleSelector::TriangleSplit
|
||||
//
|
||||
// `color`, when given, also reports which filament each triangle should print in - see
|
||||
// TextureColorRequest.
|
||||
//
|
||||
// `model_uv`, when given, is the volume's own UV channel (three uvs per base-mesh triangle, see
|
||||
// ModelVolume::texture_uv) and is what a TextureProjectionMethod::ModelUV layer maps through. A layer
|
||||
// set to ModelUV without it falls back to Triplanar.
|
||||
struct TextureColorRequest
|
||||
{
|
||||
// RGB -> palette index. Supplied by the GUI, which owns both the perceptual matching and the list
|
||||
@@ -950,9 +847,7 @@ indexed_triangle_set build_texture_displacement(const indexed_triangle_set
|
||||
// stage, already brought back into `base_mesh`'s frame.
|
||||
BakeStageRecorder *debug = nullptr,
|
||||
// When given, receives what the bake spent.
|
||||
TextureBakeStats *stats = nullptr,
|
||||
// The model's own UV channel; see above.
|
||||
const std::vector<Vec2f> *model_uv = nullptr);
|
||||
TextureBakeStats *stats = nullptr);
|
||||
|
||||
// `volume`'s mesh coordinates -> world millimetres: its first instance's transform times its own.
|
||||
// The mesh is shared by every instance, so a multi-instance object can only be baked for one of
|
||||
@@ -1027,15 +922,11 @@ ColorFieldSampler make_combined_color_sampler(const indexed_triangle_set
|
||||
const std::vector<TextureDisplacementLayer> &layers,
|
||||
const TextureDisplacementFacetsData &facets_data,
|
||||
ColorQuantizeFn quantize,
|
||||
ColorQuantizeFn quantize_pure = nullptr,
|
||||
// The model's own UV channel, for ModelUV layers; see
|
||||
// build_texture_displacement().
|
||||
const std::vector<Vec2f> *model_uv = nullptr);
|
||||
ColorQuantizeFn quantize_pure = nullptr);
|
||||
|
||||
HeightFieldSampler make_combined_displacement_sampler(const indexed_triangle_set &base_mesh,
|
||||
const std::vector<TextureDisplacementLayer> &layers,
|
||||
const TextureDisplacementFacetsData &facets_data,
|
||||
const std::vector<Vec2f> *model_uv = nullptr);
|
||||
const TextureDisplacementFacetsData &facets_data);
|
||||
|
||||
// Uniformly subdivides `mesh` (every triangle recursively split into 4 via edge midpoints, using a
|
||||
// shared cache so a midpoint is computed once and reused by both triangles on either side of that
|
||||
@@ -1240,10 +1131,6 @@ struct TextureDisplacementPrepareResult
|
||||
{
|
||||
indexed_triangle_set mesh;
|
||||
TextureDisplacementFacetsData masks;
|
||||
// The model's own UV channel, resampled onto `mesh` (see transfer_uv_channel()). Empty when the
|
||||
// volume had none. Like the masks it is handed back rather than left to the caller to recompute,
|
||||
// because only the run itself knows which stages replaced the mesh.
|
||||
std::vector<Vec2f> uv;
|
||||
// The remesh landed but no layer's paint survived being carried onto it. Nothing is committed:
|
||||
// everything downstream is driven by that paint, so baking on would bake a flat mesh.
|
||||
bool paint_lost = false;
|
||||
|
||||
@@ -25,7 +25,6 @@
|
||||
#include "TextureToColor/ColorUtils.hpp"
|
||||
|
||||
#include "Model.hpp"
|
||||
#include "TextureDisplacement.hpp"
|
||||
#include "TextureToColor/TriMesh.hpp"
|
||||
#include "TriangleMesh.hpp"
|
||||
#include "TriangleSelector.hpp"
|
||||
@@ -555,29 +554,9 @@ bool apply_painted_mesh_to_volume(
|
||||
<< ", unit_scale=" << unit_scale << ")";
|
||||
}
|
||||
|
||||
// The model's own UV channel is indexed by triangle, and this replaces the triangles, so it has
|
||||
// to be resampled onto them. Kept rather than dropped because it is the layout the model was
|
||||
// authored against: a texture-displacement layer set to ModelUV maps through it, and the colour
|
||||
// import is exactly the path a model that carries one arrives by.
|
||||
const indexed_triangle_set old_its = volume.has_texture_uv() ? volume.mesh().its : indexed_triangle_set{};
|
||||
const std::vector<Vec2f> old_uv = volume.texture_uv;
|
||||
|
||||
volume.set_mesh(std::move(new_mesh));
|
||||
volume.calculate_convex_hull();
|
||||
|
||||
// Resampled here and not further down, while the two meshes still share a frame: the painted mesh
|
||||
// was just shifted by the same source.mesh_offset the old one was centred by, so the only thing
|
||||
// between them is whatever drift the repair introduced. The re-centering below translates the mesh
|
||||
// again, and a translation is exactly what a closest-point transfer cannot see through - it would
|
||||
// read every uv off a point that far away. A uv is a coordinate in the texture, so it does not care
|
||||
// about either shift; it just has to be read before the second one happens.
|
||||
if (!old_its.indices.empty())
|
||||
volume.texture_uv = transfer_uv_channel(old_its, old_uv, volume.mesh().its);
|
||||
else
|
||||
// No channel to carry, so make sure none is left behind either: a leftover of the right length
|
||||
// would read as a valid channel against a mesh it was never measured on.
|
||||
volume.reset_texture_uv();
|
||||
|
||||
// Re-center the replaced mesh so its bbox center sits at the origin,
|
||||
// matching what center_geometry_after_creation did for the original mesh.
|
||||
// CGAL repair / subdivision may shift the bbox center (drift); without
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#pragma once
|
||||
#ifndef libslic3r_Timer_hpp_
|
||||
#define libslic3r_Timer_hpp_
|
||||
|
||||
#include "TriangleMesh.hpp"
|
||||
|
||||
@@ -9,3 +10,5 @@ public:
|
||||
static TriangleMesh smooth_triangle_mesh(const TriangleMesh &mesh,bool& ok);
|
||||
};
|
||||
} // namespace Slic3r
|
||||
|
||||
#endif // libslic3r_Timer_hpp_
|
||||
|
||||
@@ -109,6 +109,7 @@ extern std::string format_memsize_MB(size_t n);
|
||||
extern std::string format_memsize(size_t bytes, unsigned int decimals = 1);
|
||||
// Return string to be added to the boost::log output to inform about the current process memory allocation.
|
||||
// The string is non-empty if the loglevel >= info (3) or ignore_loglevel==true.
|
||||
// Latter is used to get the memory info from SysInfoDialog.
|
||||
extern std::string log_memory_info(bool ignore_loglevel = false);
|
||||
extern void disable_multi_threading();
|
||||
// Returns the size of physical memory (RAM) in bytes.
|
||||
|
||||
@@ -1744,7 +1744,9 @@ std::string format_diameter_to_str(double diameter, int precision)
|
||||
return oss.str();
|
||||
}
|
||||
|
||||
// Returns platform-specific string to be used as log output.
|
||||
// Returns platform-specific string to be used as log output or parsed in SysInfoDialog.
|
||||
// The latter parses the string with (semi)colons as separators, it should look about as
|
||||
// "desc1: value1; desc2: value2" or similar (spaces should not matter).
|
||||
std::string log_memory_info(bool ignore_loglevel)
|
||||
{
|
||||
std::string out;
|
||||
|
||||
@@ -416,6 +416,8 @@ set(SLIC3R_GUI_SOURCES
|
||||
GUI/MultiSendMachineModel.hpp
|
||||
GUI/MultiTaskManagerPage.cpp
|
||||
GUI/MultiTaskManagerPage.hpp
|
||||
GUI/MultiTaskModel.cpp
|
||||
GUI/MultiTaskModel.hpp
|
||||
GUI/NetworkTestDialog.cpp
|
||||
GUI/NetworkTestDialog.hpp
|
||||
GUI/Notebook.cpp
|
||||
@@ -800,6 +802,7 @@ set(SLIC3R_GUI_SOURCES
|
||||
Utils/PrintHost.hpp
|
||||
Utils/Process.cpp
|
||||
Utils/Process.hpp
|
||||
Utils/Profile.hpp
|
||||
Utils/RaycastManager.cpp
|
||||
Utils/RaycastManager.hpp
|
||||
Utils/Repetier.cpp
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#pragma once
|
||||
#ifndef slic3r_GUI_SingleChoice_hpp_
|
||||
#define slic3r_GUI_SingleChoice_hpp_
|
||||
|
||||
#include "GUI_Utils.hpp"
|
||||
#include "Plater.hpp"
|
||||
@@ -32,3 +33,5 @@ private:
|
||||
|
||||
};
|
||||
}} // namespace Slic3r::GUI
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,19 @@
|
||||
#include <exception>
|
||||
#include <stdexcept>
|
||||
|
||||
#include "libslic3r/Exception.hpp"
|
||||
|
||||
namespace Slic3r {
|
||||
|
||||
class ConfigError : public Slic3r::RuntimeError {
|
||||
using Slic3r::RuntimeError::RuntimeError;
|
||||
};
|
||||
|
||||
namespace GUI {
|
||||
|
||||
class ConfigGUITypeError : public ConfigError {
|
||||
using ConfigError::ConfigError;
|
||||
};
|
||||
|
||||
} // namespace GUI
|
||||
} // namespace Slic3r
|
||||
@@ -3232,16 +3232,9 @@ bool GUI_App::on_init_inner()
|
||||
#ifdef _MSW_DARK_MODE
|
||||
|
||||
#ifndef __WINDOWS__
|
||||
// The label colours and the dark mode flag were set above from the saved mode. When the system theme
|
||||
// differs from it, refresh them, or dialogs that map their colours stay in the old mode for this session.
|
||||
const bool saved_dark_mode = dark_mode();
|
||||
wxSystemAppearance app = wxSystemSettings::GetAppearance();
|
||||
GUI::wxGetApp().app_config->set("dark_color_mode", app.IsDark() ? "1" : "0");
|
||||
GUI::wxGetApp().app_config->save();
|
||||
if (dark_mode() != saved_dark_mode) {
|
||||
init_label_colours();
|
||||
Update_dark_mode_flag();
|
||||
}
|
||||
#endif // __APPLE__
|
||||
|
||||
|
||||
@@ -4862,6 +4855,12 @@ void GUI_App::recreate_GUI(const wxString &msg_name)
|
||||
BOOST_LOG_TRIVIAL(info) << __FUNCTION__ << "recreate_GUI exit";
|
||||
}
|
||||
|
||||
void GUI_App::system_info()
|
||||
{
|
||||
//SysInfoDialog dlg;
|
||||
//dlg.ShowModal();
|
||||
}
|
||||
|
||||
void GUI_App::keyboard_shortcuts(ShortcutContext page, wxWindow* parent)
|
||||
{
|
||||
KBShortcutsDialog dlg(parent != nullptr ? parent : mainframe, page);
|
||||
|
||||
@@ -519,6 +519,7 @@ public:
|
||||
void check_printer_presets();
|
||||
|
||||
void recreate_GUI(const wxString& message);
|
||||
void system_info();
|
||||
void keyboard_shortcuts(ShortcutContext page, wxWindow* parent = nullptr); // the main frame when null
|
||||
void troubleshoot();
|
||||
void load_project(wxWindow *parent, wxString& input_file) const;
|
||||
|
||||
@@ -494,17 +494,7 @@ bool GLGizmoTextureDisplacement::on_init()
|
||||
{ctrl + _L("Mouse wheel"), m_desc["gap_area"]},
|
||||
toggle_wireframe_shortcut
|
||||
};
|
||||
|
||||
// Both ways into the same input box on any slider in the panel: ImGui turns a slider into one when
|
||||
// it is Ctrl+clicked or when it is given the keyboard focus, which is what the edit icon asks for.
|
||||
m_desc["type_value"] = _L("Type an exact value into a slider");
|
||||
m_shortcuts_sliders = {
|
||||
{ctrl + _L("Left mouse button"), m_desc["type_value"]},
|
||||
{_L("Edit icon at a slider's right end"), m_desc["type_value"]},
|
||||
};
|
||||
for (std::vector<std::pair<wxString, wxString>> *list : {&m_shortcuts_brush, &m_shortcuts_bucket_fill, &m_shortcuts_gap_fill})
|
||||
list->insert(list->end(), m_shortcuts_sliders.begin(), m_shortcuts_sliders.end());
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -1231,33 +1221,9 @@ indexed_triangle_set GLGizmoTextureDisplacement::patch_in_world(const indexed_tr
|
||||
return world;
|
||||
}
|
||||
|
||||
std::vector<Vec2f> GLGizmoTextureDisplacement::model_uv_corners(const indexed_triangle_set &local_patch,
|
||||
const TextureDisplacementLayer &layer,
|
||||
const std::vector<int> *patch_source) const
|
||||
{
|
||||
const ModelVolume *mv = texture_volume();
|
||||
if (layer.projection_method != TextureProjectionMethod::ModelUV || patch_source == nullptr || mv == nullptr ||
|
||||
!mv->has_texture_uv())
|
||||
return {};
|
||||
// The channel is indexed against the volume's *local* mesh, and a uv is a coordinate in the
|
||||
// texture rather than on the model, so unlike every projected method this never goes through
|
||||
// patch_in_world() - there is no millimetre measurement here for a world scale to change.
|
||||
std::vector<Vec2f> uv = compute_model_corner_uvs(mv->mesh().its, mv->texture_uv, local_patch, *patch_source);
|
||||
for (Vec2f &p : uv)
|
||||
// Already a uv: no tiling scale, no aspect correction - see apply_uv_transform().
|
||||
p = apply_uv_transform(p, layer, 1.f, /* normalized_uv */ true);
|
||||
return uv;
|
||||
}
|
||||
|
||||
std::vector<Vec2f> GLGizmoTextureDisplacement::compute_layer_vertex_uvs(const indexed_triangle_set &local_patch,
|
||||
const TextureDisplacementLayer &layer,
|
||||
const std::vector<int> *patch_source) const
|
||||
const TextureDisplacementLayer &layer) const
|
||||
{
|
||||
if (layer.projection_method == TextureProjectionMethod::ModelUV)
|
||||
// Collapsed to one per vertex the same way the unwrap is - a vertex has one position, so the
|
||||
// displacement can only read one height for it.
|
||||
return collapse_corner_uvs(local_patch, model_uv_corners(local_patch, layer, patch_source));
|
||||
|
||||
// The bake maps the texture in world millimetres, so "Tile size (mm)" means the same thing on a
|
||||
// scaled instance as it does on an untouched one (see build_texture_displacement()). Everything
|
||||
// that has to agree with the bake - the fast preview's uvs, the checker/distortion overlays -
|
||||
@@ -1317,11 +1283,8 @@ int GLGizmoTextureDisplacement::layer_projection_frame(const indexed_triangle_se
|
||||
}
|
||||
|
||||
std::vector<Vec2f> GLGizmoTextureDisplacement::compute_layer_corner_uvs(const indexed_triangle_set &local_patch,
|
||||
const TextureDisplacementLayer &layer,
|
||||
const std::vector<int> *patch_source) const
|
||||
const TextureDisplacementLayer &layer) const
|
||||
{
|
||||
if (layer.projection_method == TextureProjectionMethod::ModelUV)
|
||||
return model_uv_corners(local_patch, layer, patch_source);
|
||||
if (layer.projection_method == TextureProjectionMethod::LSCM) {
|
||||
const indexed_triangle_set patch = patch_in_world(local_patch);
|
||||
const float aspect = layer_texture_aspect(layer);
|
||||
@@ -1331,7 +1294,7 @@ std::vector<Vec2f> GLGizmoTextureDisplacement::compute_layer_corner_uvs(const in
|
||||
return uv;
|
||||
}
|
||||
// Single-valued per point: fan the per-vertex result out over the corners.
|
||||
const std::vector<Vec2f> per_vertex = compute_layer_vertex_uvs(local_patch, layer, patch_source);
|
||||
const std::vector<Vec2f> per_vertex = compute_layer_vertex_uvs(local_patch, layer);
|
||||
if (per_vertex.size() != local_patch.vertices.size())
|
||||
return {};
|
||||
std::vector<Vec2f> corner(local_patch.indices.size() * 3);
|
||||
@@ -1352,11 +1315,7 @@ void GLGizmoTextureDisplacement::rebuild_shaded_preview_mesh()
|
||||
// Uses the *live* selector (not the flushed model facet data), so this reflects an in-progress
|
||||
// stroke immediately rather than only once it ends - the point of this preview mode is to be
|
||||
// the fast, no-CPU-meshing one.
|
||||
// The source map comes along because a ModelUV layer's uvs are read per base-mesh triangle; every
|
||||
// other mapping ignores it.
|
||||
std::vector<int> patch_source;
|
||||
const indexed_triangle_set patch =
|
||||
m_triangle_selectors[0]->get_facets_strict(EnforcerBlockerType::ENFORCER, &patch_source);
|
||||
const indexed_triangle_set patch = m_triangle_selectors[0]->get_facets_strict(EnforcerBlockerType::ENFORCER);
|
||||
if (patch.indices.empty())
|
||||
return;
|
||||
|
||||
@@ -1380,8 +1339,7 @@ void GLGizmoTextureDisplacement::rebuild_shaded_preview_mesh()
|
||||
// Per *corner*, not per vertex: the mesh below is flat (unshared) anyway, so each triangle can
|
||||
// carry its own chart's UVs - see compute_layer_corner_uvs().
|
||||
const TextureDisplacementLayer *active = active_layer();
|
||||
std::vector<Vec2f> corner_uv = active != nullptr ? compute_layer_corner_uvs(patch, *active, &patch_source) :
|
||||
std::vector<Vec2f>{};
|
||||
std::vector<Vec2f> corner_uv = active != nullptr ? compute_layer_corner_uvs(patch, *active) : std::vector<Vec2f>{};
|
||||
m_shaded_preview_uses_vertex_uv = corner_uv.size() == patch.indices.size() * 3;
|
||||
if (!m_shaded_preview_uses_vertex_uv)
|
||||
corner_uv.clear();
|
||||
@@ -2038,9 +1996,7 @@ void GLGizmoTextureDisplacement::rebuild_uvcheck_mesh()
|
||||
const ModelVolume *mv = texture_volume();
|
||||
if (mv == nullptr || m_triangle_selectors.empty())
|
||||
return;
|
||||
std::vector<int> patch_source; // only ModelUV reads it; see compute_layer_vertex_uvs()
|
||||
const indexed_triangle_set patch =
|
||||
m_triangle_selectors[0]->get_facets_strict(EnforcerBlockerType::ENFORCER, &patch_source);
|
||||
const indexed_triangle_set patch = m_triangle_selectors[0]->get_facets_strict(EnforcerBlockerType::ENFORCER);
|
||||
if (patch.indices.empty())
|
||||
return;
|
||||
// Everything below works in the *patch's* vertex space, not the mesh's. Those agree only until a
|
||||
@@ -2054,7 +2010,7 @@ void GLGizmoTextureDisplacement::rebuild_uvcheck_mesh()
|
||||
|
||||
// The checker samples wherever the projection puts it; the projections the shader can't
|
||||
// reconstruct (LSCM, ViewProjected) get a precomputed per-vertex uv, the rest project in-shader.
|
||||
std::vector<Vec2f> uv = compute_layer_vertex_uvs(patch, *layer, &patch_source);
|
||||
std::vector<Vec2f> uv = compute_layer_vertex_uvs(patch, *layer);
|
||||
const bool have_uvs = uv.size() == patch.vertices.size();
|
||||
m_uvcheck_uses_vertex_uv = have_uvs;
|
||||
m_uvcheck_projection_mode = have_uvs ? 0 :
|
||||
@@ -2063,7 +2019,7 @@ void GLGizmoTextureDisplacement::rebuild_uvcheck_mesh()
|
||||
// different uv in each island it borders, so the shared-vertex form drew one triangle per face from
|
||||
// a neighbouring island's placement. Only the *drawing* needs this; the distortion metric below is
|
||||
// a per-vertex average by construction and keeps using `uv`.
|
||||
const std::vector<Vec2f> corner_uv = compute_layer_corner_uvs(patch, *layer, &patch_source);
|
||||
const std::vector<Vec2f> corner_uv = compute_layer_corner_uvs(patch, *layer);
|
||||
const bool have_corner_uvs = have_uvs && corner_uv.size() == patch.indices.size() * 3;
|
||||
|
||||
// Per-vertex area distortion in [0,1] (0.5 == ideal), only when both requested and possible.
|
||||
@@ -2339,8 +2295,6 @@ void GLGizmoTextureDisplacement::queue_preview_job()
|
||||
if (input.options.pipeline_v2)
|
||||
input.options.v2_max_triangles_k = 0;
|
||||
input.volume_to_world = texture_displacement_volume_to_world(*mv);
|
||||
if (mv->has_texture_uv())
|
||||
input.model_uv = mv->texture_uv;
|
||||
for (int i = 0; i < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++i)
|
||||
input.facets_data[size_t(i)] = mv->texture_displacement_facet(i).get_data();
|
||||
// Captured here rather than read in the handler: the palette is main-thread state, and the preview
|
||||
@@ -3750,13 +3704,10 @@ void GLGizmoTextureDisplacement::ensure_panel_icons()
|
||||
// Paint / Erase, brush cursor shape, mapping, tiling, placement and the dock toggle.
|
||||
"texture_displacement_add.svg", "texture_displacement_add_negative.svg", "circle_paint.svg",
|
||||
"menu_obj_sphere.svg", "menu_obj_cube.svg", "menu_obj_cylinder.svg", "texture_displacement_map_unwrap.svg",
|
||||
"texture_displacement_map_view.svg", "texture_displacement_map_model_uv.svg",
|
||||
"texture_displacement_tile_repeat.svg", "menu_mirror_x.svg",
|
||||
"texture_displacement_map_view.svg", "texture_displacement_tile_repeat.svg", "menu_mirror_x.svg",
|
||||
"texture_displacement_adjust.svg", "canvas_drag.svg", "texture_displacement_move_up.svg",
|
||||
"texture_displacement_move_down.svg", "texture_displacement_drag.svg",
|
||||
"texture_displacement_select_all.svg", "texture_displacement_erase_all.svg",
|
||||
// The "type a value instead" icon at the right end of every slider.
|
||||
"edit.svg",
|
||||
};
|
||||
std::vector<std::string> paths;
|
||||
paths.reserve(names.size());
|
||||
@@ -3800,11 +3751,6 @@ void GLGizmoTextureDisplacement::add_texture_layer()
|
||||
|
||||
TextureDisplacementLayer layer;
|
||||
layer.slot = free_slot;
|
||||
// A model that came with a UV channel is mapped by it. Re-unwrapping such a model throws away the
|
||||
// layout it was authored against and can only be worse than using it, so the default follows the
|
||||
// model rather than the other way round; the Mapping row still offers every other method.
|
||||
if (mv->has_texture_uv())
|
||||
layer.projection_method = TextureProjectionMethod::ModelUV;
|
||||
// Start the layer off on the first library texture rather than on nothing at all: a textureless
|
||||
// layer looks broken (painting on it appears to do nothing, because there is no height map to
|
||||
// displace by). The user swaps it for another from the layer's own picker.
|
||||
@@ -4950,8 +4896,7 @@ ColorQuantizeFn GLGizmoTextureDisplacement::make_palette_quantizer(const std::ve
|
||||
|
||||
TextureDisplacementPrepareResult GLGizmoTextureDisplacement::prepare_mesh(
|
||||
const indexed_triangle_set &base, const TextureDisplacementFacetsData &masks,
|
||||
const std::vector<TextureDisplacementLayer> &layers, const std::vector<Vec2f> &model_uv,
|
||||
const TextureDisplacementPrepareParams ¶ms,
|
||||
const std::vector<TextureDisplacementLayer> &layers, const TextureDisplacementPrepareParams ¶ms,
|
||||
const TextureColorSettings &color_settings, const DisplacementProgressFn &progress,
|
||||
BakeStageRecorder *debug)
|
||||
{
|
||||
@@ -4978,13 +4923,6 @@ TextureDisplacementPrepareResult GLGizmoTextureDisplacement::prepare_mesh(
|
||||
bool had_paint = false;
|
||||
for (const TriangleSelector::TriangleSplittingData &m : masks)
|
||||
had_paint = had_paint || TriangleSelector::has_facets(m, EnforcerBlockerType::ENFORCER);
|
||||
// The model's own UV channel for whatever `mesh` currently is. Every stage below keeps the input's
|
||||
// surface - it evens out, refines or cuts the triangles lying on it - so each corner reads its uv
|
||||
// straight off `base`'s channel at its own position instead of being carried stage by stage, which
|
||||
// would compound each stage's approximation. Untouched while nothing has replaced the mesh yet.
|
||||
const auto uv_now = [&]() {
|
||||
return (model_uv.empty() || !changed) ? model_uv : transfer_uv_channel(base, model_uv, mesh.its);
|
||||
};
|
||||
if (!report(1))
|
||||
return out;
|
||||
|
||||
@@ -5031,11 +4969,9 @@ TextureDisplacementPrepareResult GLGizmoTextureDisplacement::prepare_mesh(
|
||||
// Feature-adaptive: sample the combined displacement so refinement follows texture
|
||||
// curvature. A null sampler (only LSCM layers, or nothing decodable) falls back to the
|
||||
// length baseline alone.
|
||||
const std::vector<Vec2f> uv_stage = uv_now();
|
||||
const std::vector<Vec2f> *uv_ptr = uv_stage.empty() ? nullptr : &uv_stage;
|
||||
HeightFieldSampler sampler;
|
||||
if (params.subdiv_feature)
|
||||
sampler = make_combined_displacement_sampler(mesh.its, layers, current, uv_ptr);
|
||||
sampler = make_combined_displacement_sampler(mesh.its, layers, current);
|
||||
// Colour boundaries need triangles of their own - the chord test cannot see them, since
|
||||
// the height field is perfectly smooth across a change of filament.
|
||||
ColorFieldSampler color;
|
||||
@@ -5043,7 +4979,7 @@ TextureDisplacementPrepareResult GLGizmoTextureDisplacement::prepare_mesh(
|
||||
// boundaries are refined where the bake will actually change filament.
|
||||
if (params.subdiv_color_edge_mm > 0.f && !color_settings.empty())
|
||||
color = make_combined_color_sampler(mesh.its, layers, current, make_palette_quantizer(color_settings.palette),
|
||||
make_palette_quantizer(color_settings.palette_pure), uv_ptr);
|
||||
make_palette_quantizer(color_settings.palette_pure));
|
||||
// The refinement follows perceived colour: a mix is one colour here, however the slicer
|
||||
// interleaves its filaments layer by layer.
|
||||
// "Min edge" is a feature-mode control (it is the floor the curvature test refines down
|
||||
@@ -5102,10 +5038,8 @@ TextureDisplacementPrepareResult GLGizmoTextureDisplacement::prepare_mesh(
|
||||
std::vector<uint8_t> cut_region(mesh.its.indices.size(), 0);
|
||||
for (size_t i = 0; i < cut_region.size() && i < source.size(); ++i)
|
||||
cut_region[i] = (region[size_t(source[i])] & REFINE_PAINTED) ? 1 : 0;
|
||||
const std::vector<Vec2f> uv_refined = uv_now();
|
||||
const HeightFieldSampler refined_sampler =
|
||||
make_combined_displacement_sampler(mesh.its, layers, current,
|
||||
uv_refined.empty() ? nullptr : &uv_refined);
|
||||
make_combined_displacement_sampler(mesh.its, layers, current);
|
||||
std::vector<int> cut_source;
|
||||
size_t cuts = 0;
|
||||
indexed_triangle_set cut = cut_mesh_at_steps(mesh.its, cut_region, refined_sampler,
|
||||
@@ -5129,7 +5063,6 @@ TextureDisplacementPrepareResult GLGizmoTextureDisplacement::prepare_mesh(
|
||||
if (!report(100) || !changed)
|
||||
return out; // an empty result: nothing to commit, which is not a failure
|
||||
|
||||
out.uv = uv_now();
|
||||
out.mesh = std::move(mesh.its);
|
||||
out.masks = std::move(current);
|
||||
return out;
|
||||
@@ -5781,8 +5714,6 @@ void GLGizmoTextureDisplacement::queue_prepare(const TextureDisplacementPrepareP
|
||||
input.layers = mv->texture_displacement_layers;
|
||||
input.params = params;
|
||||
input.snapshot_name = snapshot_name;
|
||||
if (mv->has_texture_uv())
|
||||
input.model_uv = mv->texture_uv;
|
||||
if (params.subdiv_color_edge_mm > 0.f)
|
||||
input.color = color_settings_for(*mv);
|
||||
|
||||
@@ -6016,8 +5947,8 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
}
|
||||
return s + "...";
|
||||
};
|
||||
// Label column + a slider filling the rest of the row, value printed inside the track.
|
||||
// `right_inset` keeps a layer card's inner padding.
|
||||
// Label column + a slider filling the rest of the row, value printed inside the track. Ctrl+click on
|
||||
// any of these types a value in. `right_inset` keeps a layer card's inner padding.
|
||||
const auto slider_label = [&](const wxString &label) {
|
||||
const float x0 = ImGui::GetCursorPosX();
|
||||
ImGui::AlignTextToFramePadding();
|
||||
@@ -6025,107 +5956,17 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
ImGui::SameLine();
|
||||
ImGui::SetCursorPosX(std::max(ImGui::GetCursorPosX(), x0 + label_w));
|
||||
};
|
||||
|
||||
// ---- Typed values on sliders ----
|
||||
// Every slider in the panel goes through typed_slider(), so all of them take a number the same
|
||||
// two ways: Ctrl+click on the track, or the edit icon at the right end for the same box without
|
||||
// the modifier. Both end up in ImGui's own "temp input" mode - the icon only asks ImGui to focus
|
||||
// the slider, which is what turns it into an input box (see SliderScalar) - so the parsing,
|
||||
// the clamping and the Enter/click-away behaviour are ImGui's, not a second implementation.
|
||||
|
||||
// Retires a click whose row is no longer being drawn - the panel changed mode in between - so that
|
||||
// it cannot fire later when that row comes back. Before any row is drawn, so a live one still wins.
|
||||
if (!m_slider_type_request.empty() && ImGui::GetFrameCount() > m_slider_type_request_frame + 1)
|
||||
m_slider_type_request.clear();
|
||||
|
||||
// Exactly as tall as the slider it sits beside, so it lines up with the track without the row
|
||||
// having to be re-centred around it; icon_button() pads the glyph itself down to about 0.7 of this.
|
||||
const float edit_icon_w = frame_h;
|
||||
// What the slider's own width has to give up for the icon beside it.
|
||||
const float edit_icon_room = edit_icon_w + gap_s;
|
||||
|
||||
// One end of a range, through the slider's own format, so the bounds in the tooltip read exactly
|
||||
// like the value in the track. A parenthesised note in the format - "(auto)" - is dropped: it
|
||||
// describes the current state, not the bound.
|
||||
const auto fmt_bound = [](const char *format, auto v) {
|
||||
char buf[64];
|
||||
std::snprintf(buf, sizeof(buf), format, v);
|
||||
std::string out(buf);
|
||||
const size_t paren = out.find('(');
|
||||
if (paren != std::string::npos)
|
||||
out.erase(paren);
|
||||
while (!out.empty() && out.back() == ' ')
|
||||
out.pop_back();
|
||||
return out;
|
||||
};
|
||||
const auto range_text = [](const std::string &lo, const std::string &hi) {
|
||||
return Slic3r::format(_u8L("Range: %1% to %2%"), lo, hi);
|
||||
};
|
||||
const auto edit_icon_tip = [&](const std::string &range) {
|
||||
return _u8L("Type a value instead of dragging. Ctrl+click on the slider does the same.") + "\n\n" + range;
|
||||
};
|
||||
|
||||
// Draws `slider` at `item_w` (SetNextItemWidth's convention: negative measures back from the right
|
||||
// edge, and the caller has already left edit_icon_room in it), then the edit icon. `tip` and the
|
||||
// range go on both. Returns whatever the slider returned.
|
||||
const auto typed_row = [&](const char *id, float item_w, const wxString &tip, const std::string &range,
|
||||
const std::function<bool()> &slider) -> bool {
|
||||
// Deferred from the click a frame ago: SetKeyboardFocusHere() is a request for the *next*
|
||||
// frame, so it has to be issued before the slider it names, not from the icon beside it.
|
||||
if (m_slider_type_request == id) {
|
||||
ImGui::SetKeyboardFocusHere();
|
||||
m_slider_type_request.clear();
|
||||
m_parent.set_as_dirty(); // the focus only lands on a frame that actually gets drawn
|
||||
}
|
||||
ImGui::SetNextItemWidth(item_w);
|
||||
const bool changed = slider();
|
||||
// AllowWhenDisabled: several of these rows are drawn inside disabled_begin(), and a greyed
|
||||
// slider is exactly when the user needs to be told what it is and why it is not moving.
|
||||
if (ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled)) {
|
||||
wxString full = tip;
|
||||
if (!full.IsEmpty())
|
||||
full += "\n\n";
|
||||
m_imgui->tooltip(full + from_u8(range), wrap_w);
|
||||
}
|
||||
// SameLine() puts the cursor back at the slider's own top (ItemSize records the Y the item was
|
||||
// drawn at), so an icon of the same height lands on the track wherever the row placed it.
|
||||
ImGui::SameLine(0.f, gap_s);
|
||||
if (icon_button(int(ImGui::GetID(id)), "edit.svg", edit_icon_w, _L("Edit"), from_u8(edit_icon_tip(range)))) {
|
||||
m_slider_type_request = id;
|
||||
m_slider_type_request_frame = ImGui::GetFrameCount();
|
||||
m_parent.set_as_dirty(); // the next frame is where the request above is turned into focus
|
||||
}
|
||||
return changed;
|
||||
};
|
||||
|
||||
// The two forms every slider in the panel is one of. They derive the range from the bounds they are
|
||||
// already given, so no row states its bounds or its format twice and the tooltip cannot drift from
|
||||
// the track. `item_w` is as typed_row() takes it.
|
||||
const auto typed_slider = [&](const char *id, float item_w, float *v, float v_min, float v_max, const char *format,
|
||||
bool log, const wxString &tip) -> bool {
|
||||
return typed_row(id, item_w, tip, range_text(fmt_bound(format, v_min), fmt_bound(format, v_max)), [&] {
|
||||
return ImGui::SliderFloat(id, v, v_min, v_max, format,
|
||||
ImGuiSliderFlags_AlwaysClamp | (log ? ImGuiSliderFlags_Logarithmic : 0));
|
||||
});
|
||||
};
|
||||
const auto typed_slider_int = [&](const char *id, float item_w, int *v, int v_min, int v_max, const char *format,
|
||||
bool log, const wxString &tip) -> bool {
|
||||
return typed_row(id, item_w, tip, range_text(fmt_bound(format, v_min), fmt_bound(format, v_max)), [&] {
|
||||
return ImGui::SliderInt(id, v, v_min, v_max, format,
|
||||
ImGuiSliderFlags_AlwaysClamp | (log ? ImGuiSliderFlags_Logarithmic : 0));
|
||||
});
|
||||
};
|
||||
|
||||
// Label column + the slider filling the rest of the row.
|
||||
const auto float_row = [&](const char *id, const wxString &label, float *v, float v_min, float v_max, const char *format,
|
||||
bool log, float right_inset, const wxString &tip) -> bool {
|
||||
bool log, float right_inset) -> bool {
|
||||
slider_label(label);
|
||||
return typed_slider(id, -(std::max(right_inset, 1.f) + edit_icon_room), v, v_min, v_max, format, log, tip);
|
||||
ImGui::SetNextItemWidth(-std::max(right_inset, 1.f));
|
||||
return ImGui::SliderFloat(id, v, v_min, v_max, format, ImGuiSliderFlags_AlwaysClamp | (log ? ImGuiSliderFlags_Logarithmic : 0));
|
||||
};
|
||||
const auto int_row = [&](const char *id, const wxString &label, int *v, int v_min, int v_max, const char *format,
|
||||
float right_inset, const wxString &tip) -> bool {
|
||||
float right_inset) -> bool {
|
||||
slider_label(label);
|
||||
return typed_slider_int(id, -(std::max(right_inset, 1.f) + edit_icon_room), v, v_min, v_max, format, false, tip);
|
||||
ImGui::SetNextItemWidth(-std::max(right_inset, 1.f));
|
||||
return ImGui::SliderInt(id, v, v_min, v_max, format, ImGuiSliderFlags_AlwaysClamp);
|
||||
};
|
||||
const auto layer_name = [](const TextureDisplacementLayer &l) {
|
||||
return l.name.empty() ? Slic3r::format(_u8L("Layer %1%"), l.slot + 1) : l.name;
|
||||
@@ -6349,10 +6190,11 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
const auto centre_on_row = [&](float h) { ImGui::SetCursorPosY(row_y + std::round((icon_md - h) * 0.5f)); };
|
||||
vsep(icon_md);
|
||||
if (is_brush_mode) {
|
||||
ImGui::SetNextItemWidth(std::max(1.f, row_end - ImGui::GetCursorPosX() - (3.f * gap_s + 1.f + 2.f * icon_sm)));
|
||||
centre_on_row(frame_h);
|
||||
typed_slider("##cursor_radius",
|
||||
std::max(1.f, row_end - ImGui::GetCursorPosX() - (3.f * gap_s + 1.f + 2.f * icon_sm) - edit_icon_room),
|
||||
&m_cursor_radius, CursorRadiusMin, CursorRadiusMax, "%.2f mm", false, m_desc.at("cursor_size"));
|
||||
ImGui::SliderFloat("##cursor_radius", &m_cursor_radius, CursorRadiusMin, CursorRadiusMax, "%.2f mm",
|
||||
ImGuiSliderFlags_AlwaysClamp);
|
||||
hover_tip(m_desc.at("cursor_size"));
|
||||
vsep(icon_sm);
|
||||
const bool is_circle = m_cursor_type == TriangleSelector::CursorType::CIRCLE;
|
||||
centre_on_row(icon_sm);
|
||||
@@ -6365,10 +6207,11 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
_L("Sphere - paints only within a ball around the point under the cursor")))
|
||||
m_cursor_type = TriangleSelector::CursorType::SPHERE;
|
||||
} else if (is_area_mode) {
|
||||
ImGui::SetNextItemWidth(std::max(1.f, row_end - ImGui::GetCursorPosX()));
|
||||
centre_on_row(frame_h);
|
||||
typed_slider("##smart_fill_angle", std::max(1.f, row_end - ImGui::GetCursorPosX() - edit_icon_room),
|
||||
&m_smart_fill_angle, SmartFillAngleMin, SmartFillAngleMax, "%.0f°", false,
|
||||
_L("Angle threshold - the fill stops at edges sharper than this"));
|
||||
ImGui::SliderFloat("##smart_fill_angle", &m_smart_fill_angle, SmartFillAngleMin, SmartFillAngleMax, "%.0f°",
|
||||
ImGuiSliderFlags_AlwaysClamp);
|
||||
hover_tip(_u8L("Angle threshold - the fill stops at edges sharper than this"));
|
||||
} else {
|
||||
centre_on_row(frame_h);
|
||||
ImGui::AlignTextToFramePadding();
|
||||
@@ -6638,25 +6481,16 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
|
||||
// The three controls nearly every layer needs; everything else waits behind "More settings".
|
||||
// Depth and tile size are logarithmic, so both ends of their wide ranges stay usable.
|
||||
m_preview_params_dirty |= float_row("##depth", _L("Depth"), &layer.depth_mm, 0.01f, 10.f, "%.3f mm", true, card_pad,
|
||||
_L("Height of the relief: how far white in the texture lifts the surface, in "
|
||||
"millimetres. Black does not move it at all, unless Midlevel says otherwise."));
|
||||
// Mapped by the model's own UV layout there is no millimetre scale to set: the layout is the
|
||||
// placement (see TextureProjectionMethod::ModelUV), so the slider would move nothing. The row
|
||||
// states why rather than hiding: float_row()'s tooltip is shown for a disabled slider too.
|
||||
const bool tile_size_na = layer.projection_method == TextureProjectionMethod::ModelUV;
|
||||
m_imgui->disabled_begin(tile_size_na);
|
||||
m_preview_params_dirty |= float_row("##tile_size", _L("Tile size"), &layer.tiling_scale, 0.2f, 200.f, "%.2f mm", true, card_pad,
|
||||
tile_size_na ?
|
||||
_L("Mapped by the model's own UV layout, which is already the placement - one "
|
||||
"copy of the texture covers it exactly, so there is no tile size to set.") :
|
||||
_L("How wide one copy of the texture is on the model. Smaller repeats the pattern "
|
||||
"more often and makes its detail finer; with Tile off, this is the size of the "
|
||||
"single copy."));
|
||||
m_imgui->disabled_end();
|
||||
m_preview_params_dirty |= float_row("##rotation", _L("Rotation"), &layer.rotation_deg, 0.f, 360.f, "%.0f°", false, card_pad,
|
||||
_L("Turns the texture on the surface, in degrees - for lining a pattern up with an "
|
||||
"edge of the model."));
|
||||
m_preview_params_dirty |= float_row("##depth", _L("Depth"), &layer.depth_mm, 0.01f, 10.f, "%.3f mm", true, card_pad);
|
||||
hover_tip(_u8L("Height of the relief: how far white in the texture lifts the surface, in "
|
||||
"millimetres. Black does not move it at all, unless Midlevel says otherwise."));
|
||||
m_preview_params_dirty |= float_row("##tile_size", _L("Tile size"), &layer.tiling_scale, 0.2f, 200.f, "%.2f mm", true, card_pad);
|
||||
hover_tip(_u8L("How wide one copy of the texture is on the model. Smaller repeats the pattern "
|
||||
"more often and makes its detail finer; with Tile off, this is the size of the "
|
||||
"single copy."));
|
||||
m_preview_params_dirty |= float_row("##rotation", _L("Rotation"), &layer.rotation_deg, 0.f, 360.f, "%.0f°", false, card_pad);
|
||||
hover_tip(_u8L("Turns the texture on the surface, in degrees - for lining a pattern up with an "
|
||||
"edge of the model."));
|
||||
|
||||
if (m_layer_expanded[size_t(layer.slot)]) {
|
||||
{
|
||||
@@ -6671,22 +6505,22 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
|
||||
// Midlevel: the height that means "don't move". At 0 the surface only ever bulges outwards;
|
||||
// at 0.5 mid-grey is neutral and darker texels cut inwards.
|
||||
m_preview_params_dirty |= float_row("##midlevel", _L("Midlevel"), &layer.midlevel, 0.f, 10.f, "%.2f", false, card_pad,
|
||||
_L("Which gray stays where the surface already is. At 0 the texture only pushes "
|
||||
"outwards; at 0.5 mid-gray stays put, so darker grays cut in and lighter ones "
|
||||
"still push out - one image both embosses and engraves.\n\n"
|
||||
"What cuts in has to fit: inside a sharp corner or through a thin wall, a deep "
|
||||
"cut can pass through the other side."));
|
||||
m_preview_params_dirty |= float_row("##midlevel", _L("Midlevel"), &layer.midlevel, 0.f, 10.f, "%.2f", false, card_pad);
|
||||
hover_tip(_u8L("Which gray stays where the surface already is. At 0 the texture only pushes "
|
||||
"outwards; at 0.5 mid-gray stays put, so darker grays cut in and lighter ones "
|
||||
"still push out - one image both embosses and engraves.\n\n"
|
||||
"What cuts in has to fit: inside a sharp corner or through a thin wall, a deep "
|
||||
"cut can pass through the other side."));
|
||||
if (layer.midlevel > 0.f && layer.depth_mm > 1.f) {
|
||||
ImGui::PushTextWrapPos(content_rx - card_pad);
|
||||
m_imgui->warning_text(_L("Deep inward displacement may self-intersect."));
|
||||
ImGui::PopTextWrapPos();
|
||||
}
|
||||
|
||||
m_preview_params_dirty |= float_row("##smoothing", _L("Smoothing"), &layer.smoothing, 0.f, 1.f, "%.2f", false, card_pad,
|
||||
_L("Blurs the image before it is used, which rounds off hard steps and removes "
|
||||
"speckle from a noisy photo. Raise it if the relief looks harsh or grainy; it "
|
||||
"costs fine detail."));
|
||||
m_preview_params_dirty |= float_row("##smoothing", _L("Smoothing"), &layer.smoothing, 0.f, 1.f, "%.2f", false, card_pad);
|
||||
hover_tip(_u8L("Blurs the image before it is used, which rounds off hard steps and removes "
|
||||
"speckle from a noisy photo. Raise it if the relief looks harsh or grainy; it "
|
||||
"costs fine detail."));
|
||||
|
||||
// Edge fade: the relief flattens toward the boundary of the painted area.
|
||||
m_preview_params_dirty |= m_imgui->bbl_checkbox(_L("Edge fade") + "##edge_smoothing", layer.edge_smoothing);
|
||||
@@ -6694,11 +6528,12 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
"blends into the bare surface instead of stopping at a step."));
|
||||
ImGui::SameLine();
|
||||
m_imgui->disabled_begin(!layer.edge_smoothing);
|
||||
m_preview_params_dirty |= typed_slider("##edge_amount", -(card_pad + edit_icon_room),
|
||||
&layer.edge_smoothing_amount, 0.02f, 1.f, "%.2f", false,
|
||||
_L("How far in the fade reaches, as a share of the painted area. Small "
|
||||
"values soften a narrow band at the edge; 1 flattens almost all of it."));
|
||||
ImGui::SetNextItemWidth(-card_pad);
|
||||
m_preview_params_dirty |= ImGui::SliderFloat("##edge_amount", &layer.edge_smoothing_amount, 0.02f, 1.f, "%.2f",
|
||||
ImGuiSliderFlags_AlwaysClamp);
|
||||
m_imgui->disabled_end();
|
||||
hover_tip(_u8L("How far in the fade reaches, as a share of the painted area. Small values "
|
||||
"soften a narrow band at the edge; 1 flattens almost all of it."));
|
||||
|
||||
// Invert and Colours share a row.
|
||||
{
|
||||
@@ -6743,23 +6578,23 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
// Every mix can become a filament slot, and there are only so many beside the
|
||||
// physical filaments.
|
||||
const int max_mixes = std::max(1, int(EnforcerBlockerType::ExtruderMax) - int(m_palette_filaments.size()));
|
||||
if (int_row("##color_mix_count", _L("Mixed colors"), &opts.color_mix_count, 1, max_mixes, "%d", card_pad,
|
||||
_L("The most mixed filaments a bake may add. They are picked from the "
|
||||
"texture's colors, and only the ones the bake actually uses are created.")))
|
||||
if (int_row("##color_mix_count", _L("Mixed colors"), &opts.color_mix_count, 1, max_mixes, "%d", card_pad))
|
||||
m_preview_params_dirty = true;
|
||||
hover_tip(_u8L("The most mixed filaments a bake may add. They are picked from the "
|
||||
"texture's colors, and only the ones the bake actually uses are created."));
|
||||
// After the slider, so a change shows in the same frame.
|
||||
ImGui::TextDisabled("%s", Slic3r::format(_u8L("%1% printable colors from %2% filaments"),
|
||||
int(cached_palette().size()), int(m_palette_filaments.size())).c_str());
|
||||
}
|
||||
if (int_row("##color_despeckle", _L("Denoise"), &opts.color_despeckle, 0, 6, "%d", card_pad,
|
||||
_L("Cleans up single stray triangles of the wrong color, which detail finer "
|
||||
"than the mesh leaves behind. Raise it if the result looks speckled, "
|
||||
"lower it if small features are being swallowed.")))
|
||||
if (int_row("##color_despeckle", _L("Denoise"), &opts.color_despeckle, 0, 6, "%d", card_pad))
|
||||
m_preview_params_dirty = true;
|
||||
hover_tip(_u8L("Cleans up single stray triangles of the wrong color, which detail finer "
|
||||
"than the mesh leaves behind. Raise it if the result looks speckled, "
|
||||
"lower it if small features are being swallowed."));
|
||||
}
|
||||
}
|
||||
|
||||
// Mapping, as one icon per TextureProjectionMethod, in the enum's own order.
|
||||
// Mapping, as five icons in TextureProjectionMethod's own order.
|
||||
{
|
||||
const float x0 = ImGui::GetCursorPosX();
|
||||
ImGui::AlignTextToFramePadding();
|
||||
@@ -6787,26 +6622,13 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
{ "texture_displacement_map_view.svg", _L("From view"),
|
||||
_L("From view - projects straight onto the painted area from where you are looking, like a slide "
|
||||
"projector.") },
|
||||
{ "texture_displacement_map_model_uv.svg", _L("Model UV"),
|
||||
_L("Model UV - uses the texture coordinates the model itself came with, so a texture made for "
|
||||
"that model lands exactly where it was painted. Nothing is unwrapped, and Tile size does "
|
||||
"not apply: the model's own layout is the placement.") },
|
||||
};
|
||||
// Only a volume that actually carries a UV channel can be mapped by it. Shown
|
||||
// greyed out rather than hidden, so the reason is visible instead of the control
|
||||
// simply being missing.
|
||||
const wxString model_uv_na =
|
||||
(mv != nullptr && mv->has_texture_uv()) ?
|
||||
wxString() :
|
||||
_L("This model carries no texture coordinates of its own. Only a model imported with a UV "
|
||||
"channel - a textured OBJ, say - can be mapped by them.");
|
||||
for (int mi = 0; mi < int(IM_ARRAYSIZE(mappings)); ++mi) {
|
||||
if (mi > 0)
|
||||
ImGui::SameLine(0.f, gap_s);
|
||||
const auto method = static_cast<TextureProjectionMethod>(mi);
|
||||
const wxString na = (method == TextureProjectionMethod::ModelUV) ? model_uv_na : wxString();
|
||||
if (icon_toggle(830 + mi, mappings[mi].file, layer.projection_method == method, icon_sm, mappings[mi].label,
|
||||
mappings[mi].tip, na) &&
|
||||
mappings[mi].tip) &&
|
||||
layer.projection_method != method) {
|
||||
// Capture the current view the moment "From view" is chosen, so it does something
|
||||
// sensible immediately rather than projecting from a stale/default direction.
|
||||
@@ -6873,10 +6695,10 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
"gets the texture, and its border becomes the edge of the projection."));
|
||||
|
||||
if (projector_open) {
|
||||
if (int_row("##projector_opacity", _L("Opacity"), &m_projector_opacity, 20, 255, "%d", card_pad,
|
||||
_L("How solid the frame window looks while you place it. Lower to see the "
|
||||
"model through it; it does not affect the result.")))
|
||||
if (int_row("##projector_opacity", _L("Opacity"), &m_projector_opacity, 20, 255, "%d", card_pad))
|
||||
m_projector_frame->set_opacity(m_projector_opacity);
|
||||
hover_tip(_u8L("How solid the frame window looks while you place it. Lower to see the "
|
||||
"model through it; it does not affect the result."));
|
||||
|
||||
if (m_imgui->button(_u8L("Apply projection frame"))) {
|
||||
const int painted_count = apply_projection_frame();
|
||||
@@ -6936,33 +6758,18 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
ImGui::SameLine();
|
||||
ImGui::SetCursorPosX(std::max(ImGui::GetCursorPosX(), x0 + label_w));
|
||||
const std::string blend_add = _u8L_CONTEXT("Add", "Texture Displacement");
|
||||
const std::string blend_override = _u8L_CONTEXT("Override", "Texture Displacement");
|
||||
const std::string blend_subtract = _u8L_CONTEXT("Subtract", "Texture Displacement");
|
||||
const std::string blend_multiply = _u8L_CONTEXT("Multiply", "Texture Displacement");
|
||||
const std::string blend_divide = _u8L("Divide");
|
||||
const char *blend_items[] = { blend_add.c_str(), blend_override.c_str(), blend_subtract.c_str(),
|
||||
blend_multiply.c_str(), blend_divide.c_str() };
|
||||
// The combo's order is the panel's, not the enum's - Override reads as the sibling of Add and
|
||||
// belongs next to it, while TextureBlendMode's numbering is fixed by what projects already
|
||||
// store. Hence the explicit mapping rather than a cast of the index.
|
||||
static const TextureBlendMode blend_modes[] = { TextureBlendMode::Add, TextureBlendMode::Override,
|
||||
TextureBlendMode::Subtract, TextureBlendMode::Multiply,
|
||||
TextureBlendMode::Divide };
|
||||
static_assert(IM_ARRAYSIZE(blend_items) == IM_ARRAYSIZE(blend_modes),
|
||||
"every Blend entry needs its mode");
|
||||
const char *blend_items[] = { blend_add.c_str(), blend_subtract.c_str(), blend_multiply.c_str(), blend_divide.c_str() };
|
||||
// The first layer has nothing before it to combine with - build_texture_displacement() makes it
|
||||
// add regardless - so its combo shows Add and cannot be changed.
|
||||
const bool base_layer = li == 0;
|
||||
int blend_mode = 0;
|
||||
if (!base_layer)
|
||||
for (int bi = 0; bi < int(IM_ARRAYSIZE(blend_modes)); ++bi)
|
||||
if (blend_modes[bi] == layer.blend_mode)
|
||||
blend_mode = bi;
|
||||
int blend_mode = base_layer ? 0 : static_cast<int>(layer.blend_mode);
|
||||
ImGui::SetNextItemWidth(-(card_pad + gap_s + icon_sm));
|
||||
m_imgui->disabled_begin(base_layer);
|
||||
if (scoped_combo("##blend_mode", &blend_mode, blend_items, IM_ARRAYSIZE(blend_items)) && !base_layer &&
|
||||
blend_mode >= 0 && blend_mode < int(IM_ARRAYSIZE(blend_modes))) {
|
||||
layer.blend_mode = blend_modes[blend_mode];
|
||||
if (scoped_combo("##blend_mode", &blend_mode, blend_items, IM_ARRAYSIZE(blend_items)) && !base_layer) {
|
||||
layer.blend_mode = static_cast<TextureBlendMode>(blend_mode);
|
||||
m_preview_params_dirty = true;
|
||||
}
|
||||
m_imgui->disabled_end();
|
||||
@@ -6970,11 +6777,10 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
m_imgui->tooltip(base_layer ?
|
||||
_u8L("The base layer has nothing beneath it to combine with, so it always adds.") :
|
||||
_u8L("What this layer does where it overlaps the ones below. Add and "
|
||||
"Subtract pile relief on or carve it away. Override replaces them, "
|
||||
"so only this layer's relief is left where it is painted. Multiply "
|
||||
"and Divide scale what is underneath, which turns this layer into a "
|
||||
"mask over it - there, Depth acts as a strength, and 1 mm leaves "
|
||||
"white areas untouched."),
|
||||
"Subtract pile relief on or carve it away. Multiply and Divide scale "
|
||||
"what is underneath, which turns this layer into a mask over it - "
|
||||
"there, Depth acts as a strength, and 1 mm leaves white areas "
|
||||
"untouched."),
|
||||
wrap_w);
|
||||
|
||||
ImGui::SameLine(0.f, gap_s);
|
||||
@@ -7193,57 +6999,57 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
// pattern can sample four points that all happen to land at similar heights, report no error,
|
||||
// and stall before refinement ever starts.
|
||||
if (float_row("##subdiv_target", m_subdivide_feature ? _L("Max edge") : _L("Target edge"), &m_subdivide_target_mm,
|
||||
0.001f, 20.f, "%.3f mm", true, 0.f,
|
||||
m_subdivide_feature ?
|
||||
_L("No triangle in the painted area stays larger than this, even where the texture "
|
||||
"is flat. Keep it near the size of the smallest feature you want to come out.") :
|
||||
_L("Triangles in the painted area are split until none is larger than this. Smaller "
|
||||
"means finer detail and, fast, a lot more triangles.")))
|
||||
0.001f, 20.f, "%.3f mm", true, 0.f))
|
||||
preview_live();
|
||||
hover_tip(m_subdivide_feature ?
|
||||
_u8L("No triangle in the painted area stays larger than this, even where the texture "
|
||||
"is flat. Keep it near the size of the smallest feature you want to come out.") :
|
||||
_u8L("Triangles in the painted area are split until none is larger than this. Smaller "
|
||||
"means finer detail and, fast, a lot more triangles."));
|
||||
|
||||
if (m_subdivide_feature) {
|
||||
if (float_row("##subdiv_detail", _L("Detail"), &m_subdivide_detail_mm, 0.001f, 1.f, "%.3f mm", true, 0.f,
|
||||
_L("How far the mesh may sit from the shape the texture describes, in millimetres. "
|
||||
"Smaller follows fine detail and costs triangles; larger only chases the big "
|
||||
"features.")))
|
||||
if (float_row("##subdiv_detail", _L("Detail"), &m_subdivide_detail_mm, 0.001f, 1.f, "%.3f mm", true, 0.f))
|
||||
preview_live();
|
||||
if (float_row("##subdiv_min", _L("Min edge"), &m_subdivide_min_edge_mm, 0.001f, 20.f, "%.3f mm", true, 0.f,
|
||||
_L("A floor on triangle size, so a sharp step in the texture cannot be chased "
|
||||
"forever. Lower it for finer relief, raise it if the count runs away at hard "
|
||||
"edges.")))
|
||||
hover_tip(_u8L("How far the mesh may sit from the shape the texture describes, in millimetres. "
|
||||
"Smaller follows fine detail and costs triangles; larger only chases the big "
|
||||
"features."));
|
||||
if (float_row("##subdiv_min", _L("Min edge"), &m_subdivide_min_edge_mm, 0.001f, 20.f, "%.3f mm", true, 0.f))
|
||||
preview_live();
|
||||
hover_tip(_u8L("A floor on triangle size, so a sharp step in the texture cannot be chased "
|
||||
"forever. Lower it for finer relief, raise it if the count runs away at hard "
|
||||
"edges."));
|
||||
}
|
||||
|
||||
// Applies in both adaptive sub-modes: it is about the step the bake puts at the paint's edge, which
|
||||
// exists whether or not "Follow texture detail" is on. 0 turns the band off.
|
||||
if (float_row("##subdiv_border", _L("Edge detail"), &m_subdivide_border_mm, 0.f, 5.f, "%.3f mm", false, 0.f,
|
||||
_L("Triangle size along the outline of the painted area, where the relief drops back to the "
|
||||
"bare surface. Lower it if that rim looks jagged; it only costs triangles along the "
|
||||
"outline. 0 turns it off.")))
|
||||
if (float_row("##subdiv_border", _L("Edge detail"), &m_subdivide_border_mm, 0.f, 5.f, "%.3f mm", false, 0.f))
|
||||
preview_live();
|
||||
hover_tip(_u8L("Triangle size along the outline of the painted area, where the relief drops back to the "
|
||||
"bare surface. Lower it if that rim looks jagged; it only costs triangles along the "
|
||||
"outline. 0 turns it off."));
|
||||
|
||||
// Only worth showing when a layer is actually colouring: with no colour there is no boundary for it
|
||||
// to refine and the control would do nothing whatever it is set to.
|
||||
if (mv != nullptr && any_layer_colors(*mv)) {
|
||||
if (float_row("##subdiv_color", _L("Color detail"), &m_subdivide_color_mm, 0.f, 5.f, "%.3f mm", false, 0.f,
|
||||
_L("Triangle size where two colors meet. Each triangle prints in one filament, so a "
|
||||
"color edge can only be as sharp as the triangles along it - and nothing else "
|
||||
"refines there, since the surface is flat across a change of color. 0 turns it off.")))
|
||||
if (float_row("##subdiv_color", _L("Color detail"), &m_subdivide_color_mm, 0.f, 5.f, "%.3f mm", false, 0.f))
|
||||
preview_live();
|
||||
hover_tip(_u8L("Triangle size where two colors meet. Each triangle prints in one filament, so a "
|
||||
"color edge can only be as sharp as the triangles along it - and nothing else "
|
||||
"refines there, since the surface is flat across a change of color. 0 turns it off."));
|
||||
}
|
||||
|
||||
ImGui::TextDisabled("%s", _u8L("Triangle budget: set with Triangles, below.").c_str());
|
||||
if (m_subdivide_editing && m_subdivide_preview_tris > 0)
|
||||
m_imgui->text(Slic3r::format(_u8L("Preview: %1% triangles"), m_subdivide_preview_tris));
|
||||
} else {
|
||||
if (int_row("##subdiv_steps", _L("Steps"), &m_subdivide_count, 0, 5, "%d", 0.f,
|
||||
_L("Splits every triangle of the model into four, this many times over. Each step "
|
||||
"quadruples the count - 3 turns 100 k triangles into 6.4 M - so prefer refining "
|
||||
"only the painted area unless you need the whole model finer."))) {
|
||||
if (int_row("##subdiv_steps", _L("Steps"), &m_subdivide_count, 0, 5, "%d", 0.f)) {
|
||||
if (m_subdivide_editing)
|
||||
rebuild_subdivide_preview(); // a count of 0 clears the preview, it doesn't compute one
|
||||
m_parent.set_as_dirty();
|
||||
}
|
||||
hover_tip(_u8L("Splits every triangle of the model into four, this many times over. Each step "
|
||||
"quadruples the count - 3 turns 100 k triangles into 6.4 M - so prefer refining "
|
||||
"only the painted area unless you need the whole model finer."));
|
||||
}
|
||||
|
||||
{
|
||||
@@ -7305,9 +7111,9 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
}
|
||||
m_remesh_target_edge_mm = cnt > 0 ? std::clamp(float(sum / double(cnt)), 0.1f, 20.f) : 1.f;
|
||||
}
|
||||
float_row("##remesh_edge", _L("Target edge"), &m_remesh_target_edge_mm, 0.1f, 20.f, "%.2f mm", true, 0.f,
|
||||
_L("Triangle size the whole model is rebuilt with, in millimetres. Displacement works best on an "
|
||||
"even mesh; this is what makes one out of an uneven import."));
|
||||
float_row("##remesh_edge", _L("Target edge"), &m_remesh_target_edge_mm, 0.1f, 20.f, "%.2f mm", true, 0.f);
|
||||
hover_tip(_u8L("Triangle size the whole model is rebuilt with, in millimetres. Displacement works best on an "
|
||||
"even mesh; this is what makes one out of an uneven import."));
|
||||
|
||||
m_imgui->bbl_checkbox(_L("Keep sharp edges") + "##remesh_sharp", m_remesh_keep_sharp_edges);
|
||||
hover_tip(_u8L("Holds hard edges and open borders in place while the rest is remeshed. Without it "
|
||||
@@ -7315,10 +7121,11 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
"a cube comes back with wobbly edges."));
|
||||
ImGui::SameLine();
|
||||
m_imgui->disabled_begin(!m_remesh_keep_sharp_edges);
|
||||
typed_slider("##remesh_sharp_angle", -(1.f + edit_icon_room), &m_remesh_sharp_angle_deg, 5.f, 90.f, "%.0f°", false,
|
||||
_L("How sharp a fold has to be, in degrees, before the remesher treats it as an edge worth "
|
||||
"keeping. Lower protects more of the model's shape; higher rebuilds more of it evenly."));
|
||||
ImGui::SetNextItemWidth(-1.f);
|
||||
ImGui::SliderFloat("##remesh_sharp_angle", &m_remesh_sharp_angle_deg, 5.f, 90.f, "%.0f°", ImGuiSliderFlags_AlwaysClamp);
|
||||
m_imgui->disabled_end();
|
||||
hover_tip(_u8L("How sharp a fold has to be, in degrees, before the remesher treats it as an edge worth "
|
||||
"keeping. Lower protects more of the model's shape; higher rebuilds more of it evenly."));
|
||||
|
||||
m_imgui->disabled_begin(mv == nullptr || busy);
|
||||
if (ImGui::Button(_u8L("Remesh").c_str()))
|
||||
@@ -7346,16 +7153,16 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
"on a layer is a different thing: it blurs the image before it is used."));
|
||||
if (opts.smooth_enabled) {
|
||||
float percent = opts.smooth_strength * 100.f;
|
||||
if (float_row("##dispsmooth", _L_CONTEXT("Strength", "Texture Displacement"), &percent, 1.f, 100.f, "%.0f %%", false, 0.f,
|
||||
_L("How far each pass pulls a vertex towards its neighbours. High values round the "
|
||||
"relief off quickly; low values need more passes but keep more of the detail."))) {
|
||||
if (float_row("##dispsmooth", _L_CONTEXT("Strength", "Texture Displacement"), &percent, 1.f, 100.f, "%.0f %%", false, 0.f)) {
|
||||
opts.smooth_strength = std::clamp(percent / 100.f, 0.01f, 1.f);
|
||||
m_preview_params_dirty = true;
|
||||
}
|
||||
if (int_row("##dispsmoothit", _L("Passes"), &opts.smooth_iterations, 1, 10, "%d", 0.f,
|
||||
_L("How many smoothing passes to run. More passes spread the smoothing further across "
|
||||
"the surface; Strength decides how much each one moves.")))
|
||||
hover_tip(_u8L("How far each pass pulls a vertex towards its neighbours. High values round the "
|
||||
"relief off quickly; low values need more passes but keep more of the detail."));
|
||||
if (int_row("##dispsmoothit", _L("Passes"), &opts.smooth_iterations, 1, 10, "%d", 0.f))
|
||||
m_preview_params_dirty = true;
|
||||
hover_tip(_u8L("How many smoothing passes to run. More passes spread the smoothing further across "
|
||||
"the surface; Strength decides how much each one moves."));
|
||||
|
||||
m_preview_params_dirty |= m_imgui->bbl_checkbox(_L("Ignore outer ring"), opts.smooth_skip_border);
|
||||
hover_tip(_u8L("Keeps the outer ring of the painted area out of the smoothing. Its neighbours "
|
||||
@@ -7398,16 +7205,16 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
int shown_k = auto_budget ? v2_recommendation(*mv).budget_k : opts.v2_max_triangles_k;
|
||||
m_imgui->disabled_begin(auto_budget);
|
||||
// TRN Slider value: %d is the triangle budget in thousands
|
||||
if (int_row("##v2budget", _L("Budget"), &shown_k, 0, 4000, auto_budget ? _u8L("%d k (auto)").c_str() : "%d k", 0.f,
|
||||
_L("How many thousand triangles this bake may spend on the area you painted. "
|
||||
"Relief already baked into the rest of the model is kept on top of it, so a "
|
||||
"second bake somewhere else gets the same budget as the first. Raise it if the "
|
||||
"warning below Resolution says the detail will not fit; 0 keeps every triangle "
|
||||
"the refinement produced, however many that is."))) {
|
||||
if (int_row("##v2budget", _L("Budget"), &shown_k, 0, 4000, auto_budget ? _u8L("%d k (auto)").c_str() : "%d k", 0.f)) {
|
||||
opts.v2_max_triangles_k = shown_k;
|
||||
m_preview_params_dirty = true;
|
||||
}
|
||||
m_imgui->disabled_end();
|
||||
hover_tip(_u8L("How many thousand triangles this bake may spend on the area you painted. "
|
||||
"Relief already baked into the rest of the model is kept on top of it, so a "
|
||||
"second bake somewhere else gets the same budget as the first. Raise it if the "
|
||||
"warning below Resolution says the detail will not fit; 0 keeps every triangle "
|
||||
"the refinement produced, however many that is."));
|
||||
}
|
||||
if (SHOW_PIPELINE_DEV_CONTROLS && opts.pipeline_v2) {
|
||||
// Keeping the relief above the plate is not a checkbox: it is unconditional, in both pipelines
|
||||
@@ -7514,28 +7321,26 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
"default. Untick to set both yourself - worth doing for a texture much finer or "
|
||||
"much coarser than the part it sits on."));
|
||||
ImGui::SameLine();
|
||||
ImGui::SetNextItemWidth(x0 + panel_w - ImGui::GetCursorPosX());
|
||||
float shown = auto_res ? rec.edge_mm : opts.v2_refine_mm;
|
||||
// Held in a local: the format outlives the call that reads it, and the slider and the
|
||||
// range in its tooltip are then formatted the same way.
|
||||
const std::string v2edge_format = auto_res ? _u8L("%.2f mm (auto)") : std::string("%.2f mm");
|
||||
const wxString v2edge_tip =
|
||||
auto_res && rec.edge_mm > 0.f ?
|
||||
from_u8(Slic3r::format(_u8L("Chosen from the size of the model: %1$.2f mm triangles, "
|
||||
"budget %2% k. Untick Auto to set them yourself."),
|
||||
rec.edge_mm, rec.budget_k)) :
|
||||
_L("How fine the mesh is made under the paint, in millimetres. It has to be "
|
||||
"smaller than the detail you want out of the texture - a 0.5 mm groove needs "
|
||||
"triangles well under 0.5 mm. Smaller costs triangles fast: halving it needs "
|
||||
"four times as many, and once they no longer fit the budget the bake simplifies "
|
||||
"back down and the detail goes with it.");
|
||||
m_imgui->disabled_begin(busy || auto_res);
|
||||
if (typed_slider("##v2edge", x0 + panel_w - ImGui::GetCursorPosX() - edit_icon_room, &shown, 0.02f, 2.f,
|
||||
v2edge_format.c_str(), true, v2edge_tip)) {
|
||||
if (ImGui::SliderFloat("##v2edge", &shown, 0.02f, 2.f, auto_res ? _u8L("%.2f mm (auto)").c_str() : "%.2f mm",
|
||||
ImGuiSliderFlags_AlwaysClamp | ImGuiSliderFlags_Logarithmic)) {
|
||||
opts.v2_refine_mm = shown;
|
||||
m_preview_params_dirty = true;
|
||||
m_parent.set_as_dirty();
|
||||
}
|
||||
m_imgui->disabled_end();
|
||||
if (auto_res && rec.edge_mm > 0.f)
|
||||
hover_tip(Slic3r::format(_u8L("Chosen from the size of the model: %1$.2f mm triangles, "
|
||||
"budget %2% k. Untick Auto to set them yourself."),
|
||||
rec.edge_mm, rec.budget_k));
|
||||
else
|
||||
hover_tip(_u8L("How fine the mesh is made under the paint, in millimetres. It has to be "
|
||||
"smaller than the detail you want out of the texture - a 0.5 mm groove needs "
|
||||
"triangles well under 0.5 mm. Smaller costs triangles fast: halving it needs "
|
||||
"four times as many, and once they no longer fit the budget the bake simplifies "
|
||||
"back down and the detail goes with it."));
|
||||
|
||||
// What this resolution costs over what is painted, against what the budget allows. Refining
|
||||
// past the budget is not an error - the bake simplifies back down to it - but the result
|
||||
@@ -7567,17 +7372,18 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
m_imgui->text(_L("Triangles"));
|
||||
ImGui::SameLine();
|
||||
ImGui::SetCursorPosX(std::max(ImGui::GetCursorPosX(), x0 + label_w));
|
||||
ImGui::SetNextItemWidth(x0 + panel_w - ImGui::GetCursorPosX());
|
||||
m_imgui->disabled_begin(busy);
|
||||
if (typed_slider_int("##subdivbudget", x0 + panel_w - ImGui::GetCursorPosX() - edit_icon_room,
|
||||
&m_subdivide_budget_k, 10, 2000, "+%d k", true,
|
||||
_L("How many thousand triangles the refinement may add to the model. The triangle "
|
||||
"that fits worst is always split first, so even a run that spends the lot has "
|
||||
"spent it where it shows most. Raise it if the relief still looks coarse."))) {
|
||||
if (ImGui::SliderInt("##subdivbudget", &m_subdivide_budget_k, 10, 2000, "+%d k",
|
||||
ImGuiSliderFlags_AlwaysClamp | ImGuiSliderFlags_Logarithmic)) {
|
||||
if (m_subdivide_editing)
|
||||
rebuild_subdivide_preview();
|
||||
m_parent.set_as_dirty();
|
||||
}
|
||||
m_imgui->disabled_end();
|
||||
hover_tip(_u8L("How many thousand triangles the refinement may add to the model. The triangle "
|
||||
"that fits worst is always split first, so even a run that spends the lot has "
|
||||
"spent it where it shows most. Raise it if the relief still looks coarse."));
|
||||
}
|
||||
|
||||
const float button_h = std::round(frame_h * 1.25f);
|
||||
@@ -7596,7 +7402,7 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
|
||||
: m_tool_type == ToolType::SMART_FILL ? m_shortcuts_bucket_fill
|
||||
: m_tool_type == ToolType::BRUSH ? m_shortcuts_brush
|
||||
: m_tool_type == ToolType::GAP_FILL ? m_shortcuts_gap_fill
|
||||
: m_shortcuts_sliders; // the sliders are there whether or not a painting tool is
|
||||
: std::vector<std::pair<wxString, wxString>>{};
|
||||
|
||||
ImGui::SetCursorPosY(row_y + (row_h - icon_h) * .5f); // center vertically
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(int(m_imgui->scaled(.5f)), style.ItemSpacing.y));
|
||||
|
||||
@@ -61,12 +61,6 @@ public:
|
||||
static TextureDisplacementPrepareResult prepare_mesh(const indexed_triangle_set &base,
|
||||
const TextureDisplacementFacetsData &masks,
|
||||
const std::vector<TextureDisplacementLayer> &layers,
|
||||
// `base`'s own UV channel, when it has one
|
||||
// (ModelVolume::texture_uv). Resampled onto
|
||||
// the result and reported back in it, and fed
|
||||
// to the samplers so a ModelUV layer drives
|
||||
// the refinement through its own layout.
|
||||
const std::vector<Vec2f> &model_uv,
|
||||
const TextureDisplacementPrepareParams ¶ms,
|
||||
const TextureColorSettings &color_settings,
|
||||
const DisplacementProgressFn &progress,
|
||||
@@ -413,12 +407,6 @@ private:
|
||||
// Per slot: whether the layer's card shows every setting or only Depth, Tile size and Rotation.
|
||||
// Panel state only, not saved with the project.
|
||||
std::array<bool, TEXTURE_DISPLACEMENT_MAX_LAYERS> m_layer_expanded{};
|
||||
// The slider whose edit icon was just clicked, as its ImGui id, and the frame it was clicked on.
|
||||
// The row acts on it on the next frame - ImGui's keyboard-focus request only takes effect a frame
|
||||
// later - and clears it; the frame number is what retires a request whose row has gone off screen
|
||||
// in the meantime. Panel state only, not saved with the project.
|
||||
std::string m_slider_type_request;
|
||||
int m_slider_type_request_frame = 0;
|
||||
|
||||
// "Adjust Texture" mode: instead of painting, dragging an on-canvas handle changes the active
|
||||
// layer's offset. The handle is a flat panel lying in the paint patch's own tangent plane
|
||||
@@ -833,31 +821,18 @@ private:
|
||||
// Merges chart `b`'s join group into chart `a`'s (materialising `groups` to `chart_count` first).
|
||||
static void join_island_groups(std::vector<int> &groups, int a, int b, int chart_count);
|
||||
// Final per-vertex texture uv for the projections the shader can't reconstruct itself - LSCM (an
|
||||
// unwrap), ModelUV (the model's own channel) and ViewProjected (a projector plane the shader
|
||||
// doesn't know). One entry per patch/base vertex, already through apply_uv_transform(). Empty for
|
||||
// Triplanar/Cylindrical/Spherical, which the shader projects on its own. Shared by the shaded
|
||||
// preview and the UV-check overlay.
|
||||
//
|
||||
// `patch_source` maps each patch triangle back to its base-mesh triangle
|
||||
// (TriangleSelector::get_facets_strict()'s out_source). Only ModelUV needs it - its channel is per
|
||||
// base triangle - and without it a ModelUV layer reports no uvs and the preview falls back.
|
||||
// unwrap) and ViewProjected (a projector plane the shader doesn't know). One entry per patch/base
|
||||
// vertex, already through apply_uv_transform(). Empty for Triplanar/Cylindrical/Spherical, which
|
||||
// the shader projects on its own. Shared by the shaded preview and the UV-check overlay.
|
||||
std::vector<Vec2f> compute_layer_vertex_uvs(const indexed_triangle_set &patch,
|
||||
const TextureDisplacementLayer &layer,
|
||||
const std::vector<int> *patch_source = nullptr) const;
|
||||
const TextureDisplacementLayer &layer) const;
|
||||
// The same, but three UVs per patch triangle (corner 0..2 of triangle i at 3i..3i+2). This is what
|
||||
// the flat, unshared-vertex preview meshes actually want: under LSCM a seam vertex has a different
|
||||
// UV in each island it borders, so collapsing to one per vertex handed a triangle at an unjoined
|
||||
// seam its neighbour's placement - one visibly skewed triangle per face. Every other projection is
|
||||
// single-valued per point, so there a corner's UV is just its vertex's.
|
||||
std::vector<Vec2f> compute_layer_corner_uvs(const indexed_triangle_set &patch,
|
||||
const TextureDisplacementLayer &layer,
|
||||
const std::vector<int> *patch_source = nullptr) const;
|
||||
// The model's own channel over `local_patch`, already through apply_uv_transform() - three per
|
||||
// patch triangle. Empty when the volume has no channel, or when `patch_source` is missing. Shared
|
||||
// by the two functions above so the per-vertex and per-corner forms can never disagree.
|
||||
std::vector<Vec2f> model_uv_corners(const indexed_triangle_set &local_patch,
|
||||
const TextureDisplacementLayer &layer,
|
||||
const std::vector<int> *patch_source) const;
|
||||
const TextureDisplacementLayer &layer) const;
|
||||
// The in-shader projection for `layer` (0 Triplanar, 1 Cylindrical, 2 Spherical) plus, for the two
|
||||
// wrapping ones, the patch centroid and cylinder axis they wrap around - in the texture frame the
|
||||
// shaders project in. Taken from the bake's own texture_displacement_patch_frame(), so a preview
|
||||
@@ -1047,9 +1022,6 @@ private:
|
||||
std::vector<std::pair<wxString, wxString>> m_shortcuts_bucket_fill;
|
||||
// Contains all shortcuts in the format of {shortcut, description}, e.g. {alt + _L("Left mouse button"), _L("Part_selection")}
|
||||
std::vector<std::pair<wxString, wxString>> m_shortcuts_gap_fill;
|
||||
// The two ways every slider in the panel takes a typed value. They hold whatever tool is selected,
|
||||
// so they are tacked onto each of the lists above and stand on their own when no tool is active.
|
||||
std::vector<std::pair<wxString, wxString>> m_shortcuts_sliders;
|
||||
|
||||
// Icons for the panel's icon buttons (tools, views, mapping, tiling, layer actions). Loaded through IconManager with
|
||||
// the same colour/monochrome variants the main toolbar uses, so an inactive button shows the icon in
|
||||
|
||||
@@ -8,7 +8,6 @@
|
||||
#include "libslic3r/TextureDisplacement.hpp"
|
||||
#include <exception>
|
||||
#include <cstddef>
|
||||
#include <cstdint>
|
||||
#include "slic3r/GUI/Jobs/Worker.hpp"
|
||||
#include <memory>
|
||||
|
||||
@@ -27,7 +26,6 @@
|
||||
#include "slic3r/Utils/UndoRedo.hpp"
|
||||
#include "libslic3r/ObjectID.hpp"
|
||||
#include "libslic3r/TriangleMesh.hpp"
|
||||
#include <array>
|
||||
|
||||
namespace Slic3r::GUI {
|
||||
|
||||
@@ -76,8 +74,7 @@ void TextureDisplacementBakeJob::process(Ctl &ctl)
|
||||
}
|
||||
return true;
|
||||
},
|
||||
color, m_input.volume_to_world, nullptr, &m_stats,
|
||||
m_input.model_uv.empty() ? nullptr : &m_input.model_uv));
|
||||
color, m_input.volume_to_world, nullptr, &m_stats));
|
||||
|
||||
// Always finish at 100: this is what closes the notification. Reported even on cancel, where
|
||||
// build_texture_displacement() returns an empty mesh and finalize() commits nothing.
|
||||
@@ -129,71 +126,16 @@ void TextureDisplacementBakeJob::finalize(bool canceled, std::exception_ptr &ept
|
||||
{ mix.a_percent(), 100 - mix.a_percent() });
|
||||
});
|
||||
|
||||
// Whether the bake replaced the triangles or only moved the vertices it was given. The classic
|
||||
// path is topology-preserving by contract, so every per-triangle annotation on the volume still
|
||||
// means what it did; the default pipeline refines, cuts and simplifies, so none of them do.
|
||||
// Both are checked: the flag is what the bake promised, the count is what it delivered. Only
|
||||
// the triangles matter - the annotations are per facet and reference no vertex index - so a
|
||||
// vertex count that changed on its own (the bake compacts unreferenced vertices away) is not a
|
||||
// reason to remap anything.
|
||||
const bool topology_changed = m_input.options.pipeline_v2 ||
|
||||
m_result.its.indices.size() != m_input.base_mesh.indices.size();
|
||||
|
||||
// Carry the volume's existing paint - the model's own colours above all - across that rebuild.
|
||||
// Without it a bake left the mmu_segmentation_facets bitstream pointing at a triangle set that
|
||||
// no longer existed, which is what scrambled the colours of an imported coloured model even
|
||||
// with colour switched off on every layer and nothing in the bake that was meant to touch them.
|
||||
//
|
||||
// transfer_facet_paint() rather than ModelVolume::restore_painting(): the latter's remap wants
|
||||
// a target triangle overlapping the source paint to within 0.01 mm, which the baked surface is
|
||||
// nowhere near - it has moved by the relief depth. Nothing to do when the topology is intact:
|
||||
// triangle i is still triangle i, so the paint is already exactly right and carrying it at all
|
||||
// could only lose detail.
|
||||
std::array<TriangleSelector::TriangleSplittingData, 4> before;
|
||||
if (topology_changed) {
|
||||
before[0] = volume->supported_facets.get_data();
|
||||
before[1] = volume->seam_facets.get_data();
|
||||
before[2] = volume->mmu_segmentation_facets.get_data();
|
||||
before[3] = volume->fuzzy_skin_facets.get_data();
|
||||
}
|
||||
|
||||
volume->set_mesh(std::move(m_result));
|
||||
volume->set_new_unique_id();
|
||||
volume->calculate_convex_hull();
|
||||
|
||||
if (topology_changed) {
|
||||
const std::array<FacetsAnnotation *, 4> target{ &volume->supported_facets, &volume->seam_facets,
|
||||
&volume->mmu_segmentation_facets,
|
||||
&volume->fuzzy_skin_facets };
|
||||
for (size_t ch = 0; ch < target.size(); ++ch) {
|
||||
const std::vector<uint8_t> state =
|
||||
transfer_facet_paint(m_input.base_mesh, before[ch], volume->mesh().its);
|
||||
// Nothing was painted in this channel, or there is nothing to paint it onto: either
|
||||
// way the annotation must not keep describing the mesh that is gone.
|
||||
if (state.empty()) {
|
||||
target[ch]->reset();
|
||||
continue;
|
||||
}
|
||||
TriangleSelector selector(volume->mesh());
|
||||
bool any = false;
|
||||
for (size_t i = 0; i < state.size(); ++i)
|
||||
if (state[i] != 0) {
|
||||
selector.set_facet(int(i), EnforcerBlockerType(state[i]));
|
||||
any = true;
|
||||
}
|
||||
if (any)
|
||||
target[ch]->set(selector);
|
||||
else
|
||||
target[ch]->reset();
|
||||
}
|
||||
}
|
||||
|
||||
// Colour lands in mmu_segmentation_facets, merged *over* whatever is already painted there
|
||||
// rather than replacing it: a triangle the texture does not colour keeps its existing filament,
|
||||
// and one the user never painted at all stays at NONE, which already means "the volume's own
|
||||
// filament". That is what confines the effect to the painted area without having to invent a
|
||||
// colour for everything outside it. What was already painted is whatever the transfer above
|
||||
// left in the annotation, so this bake's colour lands on top of it rather than instead of it.
|
||||
// colour for everything outside it. Safe to index straight onto the new mesh - the bake is
|
||||
// topology-preserving, so triangle i is still triangle i.
|
||||
if (!m_triangle_color.empty() && m_triangle_color.size() == volume->mesh().its.indices.size()) {
|
||||
TriangleSelector selector(volume->mesh());
|
||||
const TriangleSelector::TriangleSplittingData &existing = volume->mmu_segmentation_facets.get_data();
|
||||
@@ -217,6 +159,7 @@ void TextureDisplacementBakeJob::finalize(bool canceled, std::exception_ptr &ept
|
||||
// pipeline, which rebuilds and then simplifies the mesh. A mask left behind against the old
|
||||
// topology is exactly what makes the gizmo reload an empty selector over a non-empty mask and
|
||||
// then erase it on the next flush - see GLGizmoTextureDisplacement::update_from_model_object().
|
||||
const bool topology_changed = m_input.base_mesh.indices.size() != volume->mesh().its.indices.size();
|
||||
for (int slot = 0; slot < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++slot) {
|
||||
const auto it = std::find_if(m_input.layers.begin(), m_input.layers.end(),
|
||||
[slot](const TextureDisplacementLayer &l) { return l.slot == slot; });
|
||||
@@ -224,14 +167,6 @@ void TextureDisplacementBakeJob::finalize(bool canceled, std::exception_ptr &ept
|
||||
volume->texture_displacement_facet(slot).reset();
|
||||
}
|
||||
|
||||
// The model's own UV channel. Resampled onto a rebuilt mesh from the surface the bake started
|
||||
// from: a displaced vertex came from its foot point on that surface, which is the position its
|
||||
// uv belongs to - so no distance limit, the relief depth is exactly how far it has moved.
|
||||
if (!m_input.model_uv.empty())
|
||||
volume->texture_uv = topology_changed ? transfer_uv_channel(m_input.base_mesh, m_input.model_uv,
|
||||
volume->mesh().its) :
|
||||
m_input.model_uv;
|
||||
|
||||
ModelObject *object = volume->get_object();
|
||||
if (object == nullptr)
|
||||
return;
|
||||
@@ -284,8 +219,6 @@ void queue_texture_displacement_bake(const ModelVolume &volume, const TextureCol
|
||||
input.take_snapshot = take_snapshot;
|
||||
input.volume_id = volume.id();
|
||||
input.base_mesh = volume.mesh().its;
|
||||
if (volume.has_texture_uv())
|
||||
input.model_uv = volume.texture_uv;
|
||||
input.layers = volume.texture_displacement_layers;
|
||||
input.options = volume.texture_displacement_options;
|
||||
input.volume_to_world = texture_displacement_volume_to_world(volume);
|
||||
|
||||
@@ -34,9 +34,6 @@ struct TextureDisplacementBakeInput
|
||||
// writes the volume's mmu_segmentation_facets - the same per-triangle filament assignment the MMU
|
||||
// paint gizmo writes - alongside the displaced geometry.
|
||||
TextureColorSettings color;
|
||||
// The volume's own UV channel (ModelVolume::texture_uv), empty when it has none: what a ModelUV
|
||||
// layer maps through, and what the commit puts back on the baked mesh.
|
||||
std::vector<Vec2f> model_uv;
|
||||
// Whether this job pushes its own undo step when it commits. False when the caller has already
|
||||
// taken one that is meant to cover the displacement as well - Standard mode's Bake, which remeshes
|
||||
// and subdivides first and has to undo as a single action.
|
||||
|
||||
@@ -17,7 +17,6 @@
|
||||
#include "slic3r/GUI/Jobs/Worker.hpp"
|
||||
#include <memory>
|
||||
#include "libslic3r/ObjectID.hpp"
|
||||
#include "libslic3r/Point.hpp"
|
||||
#include "libslic3r/TriangleMesh.hpp"
|
||||
|
||||
namespace Slic3r::GUI {
|
||||
@@ -53,14 +52,13 @@ void TextureDisplacementDebugJob::process(Ctl &ctl)
|
||||
|
||||
indexed_triangle_set mesh = m_input.base_mesh;
|
||||
TextureDisplacementFacetsData masks = m_input.facets_data;
|
||||
std::vector<Vec2f> uv = m_input.model_uv;
|
||||
|
||||
// The default pipeline can only move vertices the mesh already has, so its recipe starts with the
|
||||
// preparation - which is where "first it remeshes, then it refines" actually happens. The
|
||||
// experimental pipeline refines as part of the bake and has nothing to prepare.
|
||||
if (m_input.run_prepare && !m_input.options.pipeline_v2) {
|
||||
const TextureDisplacementPrepareResult prepared =
|
||||
GLGizmoTextureDisplacement::prepare_mesh(mesh, masks, m_input.layers, uv, m_input.prepare_params,
|
||||
GLGizmoTextureDisplacement::prepare_mesh(mesh, masks, m_input.layers, m_input.prepare_params,
|
||||
m_input.color,
|
||||
// Preparation is roughly half the run; the bake
|
||||
// takes the progress bar from there.
|
||||
@@ -79,14 +77,12 @@ void TextureDisplacementDebugJob::process(Ctl &ctl)
|
||||
if (!prepared.mesh.indices.empty()) {
|
||||
mesh = prepared.mesh;
|
||||
masks = prepared.masks;
|
||||
uv = prepared.uv; // resampled onto the prepared mesh, as the prepare commit stores it
|
||||
}
|
||||
}
|
||||
|
||||
build_texture_displacement(mesh, m_input.layers, masks, m_input.options,
|
||||
[&report](int pct) { return report(50 + pct / 2); },
|
||||
/* color */ nullptr, m_input.volume_to_world, &recorder, /* stats */ nullptr,
|
||||
uv.empty() ? nullptr : &uv);
|
||||
/* color */ nullptr, m_input.volume_to_world, &recorder);
|
||||
|
||||
m_stages = recorder.take();
|
||||
ctl.update_status(100, status); // always finish at 100: this is what closes the notification
|
||||
@@ -119,8 +115,6 @@ void queue_texture_displacement_debug(const ModelVolume &volume, const TextureCo
|
||||
input.check_topology = check_topology;
|
||||
input.color = color;
|
||||
input.volume_to_world = texture_displacement_volume_to_world(volume);
|
||||
if (volume.has_texture_uv())
|
||||
input.model_uv = volume.texture_uv;
|
||||
for (int i = 0; i < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++i)
|
||||
input.facets_data[size_t(i)] = volume.texture_displacement_facet(i).get_data();
|
||||
|
||||
|
||||
@@ -47,9 +47,6 @@ struct TextureDisplacementDebugInput
|
||||
// Only the quantizer is used, and only by the refinement's colour criterion - the debug run
|
||||
// produces no colour of its own.
|
||||
TextureColorSettings color;
|
||||
// The volume's own UV channel (ModelVolume::texture_uv), so the recipe captured here is the one a
|
||||
// ModelUV layer actually bakes through. Empty when the volume has none.
|
||||
std::vector<Vec2f> model_uv;
|
||||
|
||||
// The edge scan behind the open / non-manifold counts is a sort over every half-edge, which on a
|
||||
// multi-million triangle stage costs more than the stage did. On by default because a stage that
|
||||
|
||||
@@ -46,7 +46,7 @@ void TextureDisplacementPrepareJob::process(Ctl &ctl)
|
||||
// idle loop.
|
||||
int last_reported = 1;
|
||||
m_result = GLGizmoTextureDisplacement::prepare_mesh(m_input.base_mesh, m_input.masks, m_input.layers,
|
||||
m_input.model_uv, m_input.params, m_input.color,
|
||||
m_input.params, m_input.color,
|
||||
[&ctl, &status, &last_reported](int percent) {
|
||||
if (ctl.was_canceled())
|
||||
return false;
|
||||
@@ -106,10 +106,6 @@ void TextureDisplacementPrepareJob::finalize(bool canceled, std::exception_ptr &
|
||||
volume->restore_painting(saved_painting);
|
||||
for (int i = 0; i < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++i)
|
||||
volume->texture_displacement_facet(i).set_data(std::move(m_result.masks[size_t(i)]));
|
||||
// The model's own UV channel, resampled onto the new mesh by the run. Also put back after
|
||||
// restore_painting(), which resets it along with the extra facets for the same reason: it is
|
||||
// indexed by triangle and the triangles have changed.
|
||||
volume->texture_uv = std::move(m_result.uv);
|
||||
|
||||
if (ObjectList *obj_list = wxGetApp().obj_list()) {
|
||||
const ModelObjectPtrs &objs = plater->model().objects;
|
||||
|
||||
@@ -9,7 +9,6 @@
|
||||
#include "Job.hpp"
|
||||
|
||||
#include "libslic3r/ObjectID.hpp"
|
||||
#include "libslic3r/Point.hpp"
|
||||
#include "libslic3r/TextureDisplacement.hpp"
|
||||
|
||||
namespace Slic3r {
|
||||
@@ -48,10 +47,6 @@ struct TextureDisplacementPrepareInput
|
||||
// skips the colour criterion entirely. Only the *quantizer* is used here: refinement follows
|
||||
// perceived colour, never the interleaving that realises a mix.
|
||||
TextureColorSettings color;
|
||||
// The volume's own UV channel (ModelVolume::texture_uv), empty when it has none. prepare_mesh()
|
||||
// resamples it onto the mesh it produces, and the commit puts it back - like the masks, it is
|
||||
// indexed by triangle and so cannot survive the stages on its own.
|
||||
std::vector<Vec2f> model_uv;
|
||||
// The undo step the commit opens. Standard mode's Bake names it after the bake, because the
|
||||
// displacement job that follows commits into this same step rather than pushing its own.
|
||||
std::string snapshot_name;
|
||||
|
||||
@@ -48,8 +48,7 @@ void TextureDisplacementPreviewJob::process(Ctl &ctl)
|
||||
(!m_current_generation ||
|
||||
m_current_generation->load() == m_generation);
|
||||
},
|
||||
color, m_input.volume_to_world, nullptr, nullptr,
|
||||
m_input.model_uv.empty() ? nullptr : &m_input.model_uv);
|
||||
color, m_input.volume_to_world);
|
||||
}
|
||||
|
||||
void TextureDisplacementPreviewJob::finalize(bool canceled, std::exception_ptr &eptr)
|
||||
|
||||
@@ -29,9 +29,6 @@ struct TextureDisplacementPreviewInput
|
||||
// Empty unless a layer is colouring, in which case the preview reports the palette entry per
|
||||
// triangle alongside the mesh, so the Normal view shows the colours the bake will produce.
|
||||
TextureColorSettings color;
|
||||
// The volume's own UV channel (ModelVolume::texture_uv), so a ModelUV layer previews through the
|
||||
// same layout it will bake through. Empty when the volume has none.
|
||||
std::vector<Vec2f> model_uv;
|
||||
};
|
||||
|
||||
// A preview result: the displaced mesh, and - when the input carried a palette - one palette entry per
|
||||
|
||||
@@ -0,0 +1,6 @@
|
||||
|
||||
namespace Slic3r {
|
||||
namespace GUI {
|
||||
|
||||
} // namespace GUI
|
||||
} // namespace Slic3r
|
||||
@@ -0,0 +1,11 @@
|
||||
#ifndef slic3r_MultiTaskModel_hpp_
|
||||
#define slic3r_MultiTaskModel_hpp_
|
||||
|
||||
namespace Slic3r {
|
||||
namespace GUI {
|
||||
|
||||
|
||||
} // namespace GUI
|
||||
} // namespace Slic3r
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,232 @@
|
||||
#include "SysInfoDialog.hpp"
|
||||
#include "I18N.hpp"
|
||||
#include "3DScene.hpp"
|
||||
#include "GUI.hpp"
|
||||
#include "../Utils/UndoRedo.hpp"
|
||||
#include "Plater.hpp"
|
||||
|
||||
#include <string>
|
||||
|
||||
#include <Eigen/Core>
|
||||
|
||||
#include <wx/clipbrd.h>
|
||||
#include <wx/platinfo.h>
|
||||
#include "GUI_App.hpp"
|
||||
#include "MainFrame.hpp"
|
||||
#include "wxExtensions.hpp"
|
||||
#include "libslic3r/BlacklistedLibraryCheck.hpp"
|
||||
#include "libslic3r/Color.hpp"
|
||||
#include "format.hpp"
|
||||
|
||||
#ifdef _WIN32
|
||||
// The standard Windows includes.
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#ifndef NOMINMAX
|
||||
#define NOMINMAX
|
||||
#endif
|
||||
#include <Windows.h>
|
||||
#include <psapi.h>
|
||||
#endif /* _WIN32 */
|
||||
|
||||
namespace Slic3r {
|
||||
namespace GUI {
|
||||
|
||||
std::string get_main_info(bool format_as_html)
|
||||
{
|
||||
std::stringstream out;
|
||||
|
||||
std::string b_start = format_as_html ? "<b>" : "";
|
||||
std::string b_end = format_as_html ? "</b>" : "";
|
||||
std::string line_end = format_as_html ? "<br>" : "\n";
|
||||
|
||||
if (!format_as_html)
|
||||
out << b_start << (wxGetApp().is_editor() ? SLIC3R_APP_FULL_NAME : GCODEVIEWER_APP_NAME) << b_end << line_end;
|
||||
out << b_start << "Version: " << b_end << SLIC3R_VERSION << line_end;
|
||||
out << b_start << "Build: " << b_end << (wxGetApp().is_editor() ? SLIC3R_BUILD_ID : GCODEVIEWER_BUILD_ID) << line_end;
|
||||
out << line_end;
|
||||
out << b_start << "Operating System: " << b_end << wxPlatformInfo::Get().GetOperatingSystemFamilyName() << line_end;
|
||||
out << b_start << "System Architecture: " << b_end << wxPlatformInfo::Get().GetArchName() << line_end;
|
||||
out << b_start <<
|
||||
#if defined _WIN32
|
||||
"Windows Version: "
|
||||
#else
|
||||
// Hopefully some kind of unix / linux.
|
||||
"System Version: "
|
||||
#endif
|
||||
<< b_end << wxPlatformInfo::Get().GetOperatingSystemDescription() << line_end;
|
||||
out << b_start << "Total RAM size [MB]: " << b_end << Slic3r::format_memsize_MB(Slic3r::total_physical_memory());
|
||||
|
||||
return out.str();
|
||||
}
|
||||
|
||||
std::string get_mem_info(bool format_as_html)
|
||||
{
|
||||
std::stringstream out;
|
||||
|
||||
std::string b_start = format_as_html ? "<b>" : "";
|
||||
std::string b_end = format_as_html ? "</b>" : "";
|
||||
std::string line_end = format_as_html ? "<br>" : "\n";
|
||||
|
||||
std::string mem_info_str = log_memory_info(true);
|
||||
std::istringstream mem_info(mem_info_str);
|
||||
std::string value;
|
||||
while (std::getline(mem_info, value, ':')) {
|
||||
out << b_start << (value+": ") << b_end;
|
||||
std::getline(mem_info, value, ';');
|
||||
out << value << line_end;
|
||||
}
|
||||
|
||||
const Slic3r::UndoRedo::Stack &stack = wxGetApp().plater()->undo_redo_stack_main();
|
||||
out << b_start << "RAM size reserved for the Undo / Redo stack: " << b_end << Slic3r::format_memsize_MB(stack.get_memory_limit()) << line_end;
|
||||
out << b_start << "RAM size occupied by the Undo / Redo stack: " << b_end << Slic3r::format_memsize_MB(stack.memsize()) << line_end << line_end;
|
||||
|
||||
return out.str();
|
||||
}
|
||||
|
||||
SysInfoDialog::SysInfoDialog()
|
||||
: DPIDialog(static_cast<wxWindow*>(wxGetApp().mainframe), wxID_ANY, (wxGetApp().is_editor() ? wxString(SLIC3R_APP_FULL_NAME) : wxString(GCODEVIEWER_APP_NAME)) + " - " + _L("System Information"), wxDefaultPosition, wxDefaultSize, wxDEFAULT_DIALOG_STYLE | wxRESIZE_BORDER)
|
||||
{
|
||||
wxColour bgr_clr = wxGetApp().get_window_default_clr();//wxSystemSettings::GetColour(wxSYS_COLOUR_WINDOW);
|
||||
SetBackgroundColour(bgr_clr);
|
||||
SetFont(wxGetApp().normal_font());
|
||||
|
||||
wxBoxSizer* hsizer = new wxBoxSizer(wxHORIZONTAL);
|
||||
hsizer->SetMinSize(wxSize(50 * wxGetApp().em_unit(), -1));
|
||||
|
||||
auto main_sizer = new wxBoxSizer(wxVERTICAL);
|
||||
main_sizer->Add(hsizer, 1, wxEXPAND | wxALL, 10);
|
||||
|
||||
// logo
|
||||
m_logo_bmp = ScalableBitmap(this, wxGetApp().logo_name(), 192);
|
||||
m_logo = new wxStaticBitmap(this, wxID_ANY, m_logo_bmp.bmp());
|
||||
hsizer->Add(m_logo, 0, wxALIGN_CENTER_VERTICAL);
|
||||
|
||||
wxBoxSizer* vsizer = new wxBoxSizer(wxVERTICAL);
|
||||
hsizer->Add(vsizer, 1, wxEXPAND|wxLEFT, 20);
|
||||
|
||||
// title
|
||||
{
|
||||
wxStaticText* title = new wxStaticText(this, wxID_ANY, wxGetApp().is_editor() ? SLIC3R_APP_FULL_NAME : GCODEVIEWER_APP_NAME, wxDefaultPosition, wxDefaultSize);
|
||||
wxFont title_font = wxGetApp().bold_font();
|
||||
title_font.SetFamily(wxFONTFAMILY_ROMAN);
|
||||
title_font.SetPointSize(22);
|
||||
title->SetFont(title_font);
|
||||
vsizer->Add(title, 0, wxEXPAND | wxTOP, wxGetApp().em_unit()/*50*/);
|
||||
}
|
||||
|
||||
// main_info_text
|
||||
wxFont font = get_default_font(this);
|
||||
const auto text_clr = wxGetApp().get_label_clr_default();//wxSystemSettings::GetColour(wxSYS_COLOUR_WINDOWTEXT);
|
||||
auto text_clr_str = encode_color(ColorRGB(text_clr.Red(), text_clr.Green(), text_clr.Blue()));
|
||||
auto bgr_clr_str = encode_color(ColorRGB(bgr_clr.Red(), bgr_clr.Green(), bgr_clr.Blue()));
|
||||
|
||||
const int fs = font.GetPointSize() - 1;
|
||||
int size[] = { static_cast<int>(fs*1.5), static_cast<int>(fs*1.4), static_cast<int>(fs*1.3), fs, fs, fs, fs };
|
||||
|
||||
m_html = new wxHtmlWindow(this, wxID_ANY, wxDefaultPosition, wxDefaultSize, wxHW_SCROLLBAR_NEVER);
|
||||
{
|
||||
m_html->SetFonts(font.GetFaceName(), font.GetFaceName(), size);
|
||||
m_html->SetBorders(2);
|
||||
const auto text = wxString::Format(
|
||||
"<html>"
|
||||
"<body bgcolor= %s link= %s>"
|
||||
"<font color=%s>"
|
||||
"%s"
|
||||
"</font>"
|
||||
"</body>"
|
||||
"</html>", bgr_clr_str, text_clr_str, text_clr_str,
|
||||
get_main_info(true));
|
||||
m_html->SetPage(text);
|
||||
vsizer->Add(m_html, 1, wxEXPAND | wxBOTTOM, wxGetApp().em_unit());
|
||||
}
|
||||
|
||||
// opengl_info
|
||||
m_opengl_info_html = new wxHtmlWindow(this, wxID_ANY, wxDefaultPosition, wxDefaultSize, wxHW_SCROLLBAR_AUTO);
|
||||
{
|
||||
m_opengl_info_html->SetMinSize(wxSize(-1, 16 * wxGetApp().em_unit()));
|
||||
m_opengl_info_html->SetFonts(font.GetFaceName(), font.GetFaceName(), size);
|
||||
m_opengl_info_html->SetBorders(10);
|
||||
wxString blacklisted_libraries_message;
|
||||
#ifdef WIN32
|
||||
std::wstring blacklisted_libraries = BlacklistedLibraryCheck::get_instance().get_blacklisted_string().c_str();
|
||||
if (! blacklisted_libraries.empty())
|
||||
blacklisted_libraries_message = wxString("<br><b>") + _L("Blacklisted libraries loaded into OrcaSlicer process:") + "</b><br>" + blacklisted_libraries;
|
||||
#endif // WIN32
|
||||
const auto text = GUI::format_wxstr(
|
||||
"<html>"
|
||||
"<body bgcolor= %s link= %s>"
|
||||
"<font color=%s>"
|
||||
"%s<br>%s<br>%s<br>%s"
|
||||
"</font>"
|
||||
"</body>"
|
||||
"</html>", bgr_clr_str, text_clr_str, text_clr_str,
|
||||
blacklisted_libraries_message,
|
||||
get_mem_info(true), wxGetApp().get_gl_info(false),
|
||||
"<b>" + _L("SIMD is supported:") + "</b> " + Eigen::SimdInstructionSetsInUse());
|
||||
|
||||
m_opengl_info_html->SetPage(text);
|
||||
main_sizer->Add(m_opengl_info_html, 1, wxEXPAND | wxBOTTOM, 15);
|
||||
}
|
||||
|
||||
wxStdDialogButtonSizer* buttons = this->CreateStdDialogButtonSizer(wxOK);
|
||||
m_btn_copy_to_clipboard = new wxButton(this, wxID_ANY, _L("Copy to Clipboard"), wxDefaultPosition, wxDefaultSize);
|
||||
|
||||
buttons->Insert(0, m_btn_copy_to_clipboard, 0, wxALIGN_CENTER_VERTICAL | wxLEFT, 5);
|
||||
m_btn_copy_to_clipboard->Bind(wxEVT_BUTTON, &SysInfoDialog::onCopyToClipboard, this);
|
||||
|
||||
this->SetEscapeId(wxID_OK);
|
||||
this->Bind(wxEVT_BUTTON, &SysInfoDialog::onCloseDialog, this, wxID_OK);
|
||||
main_sizer->Add(buttons, 0, wxEXPAND | wxRIGHT | wxBOTTOM, 3);
|
||||
|
||||
wxGetApp().UpdateDlgDarkUI(this, true);
|
||||
|
||||
// this->Bind(wxEVT_LEFT_DOWN, &SysInfoDialog::onCloseDialog, this);
|
||||
// logo->Bind(wxEVT_LEFT_DOWN, &SysInfoDialog::onCloseDialog, this);
|
||||
|
||||
SetSizer(main_sizer);
|
||||
main_sizer->SetSizeHints(this);
|
||||
}
|
||||
|
||||
void SysInfoDialog::on_dpi_changed(const wxRect &suggested_rect)
|
||||
{
|
||||
m_logo_bmp.msw_rescale();
|
||||
m_logo->SetBitmap(m_logo_bmp.bmp());
|
||||
|
||||
wxFont font = get_default_font(this);
|
||||
const int fs = font.GetPointSize() - 1;
|
||||
int font_size[] = { static_cast<int>(fs*1.5), static_cast<int>(fs*1.4), static_cast<int>(fs*1.3), fs, fs, fs, fs };
|
||||
|
||||
m_html->SetFonts(font.GetFaceName(), font.GetFaceName(), font_size);
|
||||
m_html->Refresh();
|
||||
|
||||
const int& em = em_unit();
|
||||
|
||||
msw_buttons_rescale(this, em, { wxID_OK, m_btn_copy_to_clipboard->GetId() });
|
||||
|
||||
m_opengl_info_html->SetMinSize(wxSize(-1, 16 * em));
|
||||
m_opengl_info_html->SetFonts(font.GetFaceName(), font.GetFaceName(), font_size);
|
||||
m_opengl_info_html->Refresh();
|
||||
|
||||
const wxSize& size = wxSize(65 * em, 55 * em);
|
||||
|
||||
SetMinSize(size);
|
||||
Fit();
|
||||
|
||||
Refresh();
|
||||
}
|
||||
|
||||
void SysInfoDialog::onCopyToClipboard(wxEvent &)
|
||||
{
|
||||
wxTheClipboard->Open();
|
||||
const auto text = get_main_info(false) + "\n" + wxGetApp().get_gl_info(true);
|
||||
wxTheClipboard->SetData(new wxTextDataObject(text));
|
||||
wxTheClipboard->Close();
|
||||
}
|
||||
|
||||
void SysInfoDialog::onCloseDialog(wxEvent &)
|
||||
{
|
||||
this->EndModal(wxID_CLOSE);
|
||||
}
|
||||
|
||||
} // namespace GUI
|
||||
} // namespace Slic3r
|
||||
@@ -0,0 +1,36 @@
|
||||
#ifndef slic3r_GUI_SysInfoDialog_hpp_
|
||||
#define slic3r_GUI_SysInfoDialog_hpp_
|
||||
|
||||
#include <wx/event.h>
|
||||
#include <wx/wx.h>
|
||||
#include <wx/html/htmlwin.h>
|
||||
|
||||
#include "GUI_Utils.hpp"
|
||||
#include "wxExtensions.hpp"
|
||||
|
||||
namespace Slic3r {
|
||||
namespace GUI {
|
||||
|
||||
class SysInfoDialog : public DPIDialog
|
||||
{
|
||||
ScalableBitmap m_logo_bmp;
|
||||
wxStaticBitmap* m_logo;
|
||||
wxHtmlWindow* m_opengl_info_html;
|
||||
wxHtmlWindow* m_html;
|
||||
|
||||
wxButton* m_btn_copy_to_clipboard;
|
||||
|
||||
public:
|
||||
SysInfoDialog();
|
||||
|
||||
protected:
|
||||
void on_dpi_changed(const wxRect &suggested_rect) override;
|
||||
|
||||
private:
|
||||
void onCopyToClipboard(wxEvent &);
|
||||
void onCloseDialog(wxEvent &);
|
||||
};
|
||||
} // namespace GUI
|
||||
} // namespace Slic3r
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,15 @@
|
||||
#ifndef slic3r_wxinit_hpp_
|
||||
#define slic3r_wxinit_hpp_
|
||||
|
||||
#include <wx/wx.h>
|
||||
#include <wx/intl.h>
|
||||
#include <wx/html/htmlwin.h>
|
||||
|
||||
// Perl redefines a _ macro, so we undef this one
|
||||
#undef _
|
||||
|
||||
// We do want to use translation however, so define it as __ so we can do a find/replace
|
||||
// later when we no longer need to undef _
|
||||
#define __(s) wxGetTranslation((s))
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,19 @@
|
||||
#ifndef slic3r_GUI_Profile_hpp_
|
||||
#define slic3r_GUI_Profile_hpp_
|
||||
|
||||
// Profiling support using the Shiny intrusive profiler
|
||||
//#define SLIC3R_PROFILE_GUI
|
||||
#if defined(SLIC3R_PROFILE) && defined(SLIC3R_PROFILE_GUI)
|
||||
#include <Shiny/Shiny.h>
|
||||
#define SLIC3R_GUI_PROFILE_FUNC() PROFILE_FUNC()
|
||||
#define SLIC3R_GUI_PROFILE_BLOCK(name) PROFILE_BLOCK(name)
|
||||
#define SLIC3R_GUI_PROFILE_UPDATE() PROFILE_UPDATE()
|
||||
#define SLIC3R_GUI_PROFILE_OUTPUT(x) PROFILE_OUTPUT(x)
|
||||
#else
|
||||
#define SLIC3R_GUI_PROFILE_FUNC()
|
||||
#define SLIC3R_GUI_PROFILE_BLOCK(name)
|
||||
#define SLIC3R_GUI_PROFILE_UPDATE()
|
||||
#define SLIC3R_GUI_PROFILE_OUTPUT(x)
|
||||
#endif
|
||||
|
||||
#endif // slic3r_GUI_Profile_hpp_
|
||||
+311
-163
@@ -29,9 +29,11 @@
|
||||
#include "libslic3r/TriangleMesh.hpp"
|
||||
#include "libslic3r/TriangleSelector.hpp"
|
||||
#include "libslic3r/TextureDisplacement.hpp"
|
||||
#include "libslic3r/PNGReadWrite.hpp"
|
||||
#include <memory>
|
||||
#include <cstdint>
|
||||
#include <ios>
|
||||
#include <iterator>
|
||||
#include <nlohmann/json.hpp>
|
||||
|
||||
#include <boost/filesystem/operations.hpp>
|
||||
@@ -39,7 +41,6 @@
|
||||
#include <boost/algorithm/string/predicate.hpp>
|
||||
#include <algorithm>
|
||||
#include <functional>
|
||||
#include <initializer_list>
|
||||
|
||||
#include <catch2/catch_tostring.hpp>
|
||||
#include <Eigen/Core>
|
||||
@@ -351,10 +352,10 @@ static bool replace_in_3mf_entry(const std::string& path, const std::string& suf
|
||||
return replaced;
|
||||
}
|
||||
|
||||
// Stores `model` as a one-plate project.
|
||||
static void store_project(Model& model, const std::string& path, SaveStrategy strategy)
|
||||
// Writes `model` out as a one-plate project, which is what the application's Save does with it.
|
||||
static void store_project(const std::string& path, Model& model)
|
||||
{
|
||||
ScopedTemporaryDir backup_dir("orca_paint_src");
|
||||
ScopedTemporaryDir backup_dir("orca_project_src");
|
||||
model.set_backup_path(backup_dir.string());
|
||||
|
||||
DynamicPrintConfig cfg;
|
||||
@@ -364,7 +365,7 @@ static void store_project(Model& model, const std::string& path, SaveStrategy st
|
||||
sp.path = path.c_str();
|
||||
sp.model = &model;
|
||||
sp.config = &cfg;
|
||||
sp.strategy = strategy;
|
||||
sp.strategy = SaveStrategy::Zip64 | SaveStrategy::Silence;
|
||||
sp.plate_data_list.push_back(&plate);
|
||||
REQUIRE(store_bbs_3mf(sp));
|
||||
}
|
||||
@@ -383,7 +384,7 @@ static void store_painted_cube(const std::string& path)
|
||||
selector.set_facet(1, EnforcerBlockerType::Extruder3);
|
||||
REQUIRE(volume->mmu_segmentation_facets.set(selector));
|
||||
}
|
||||
store_project(model, path, SaveStrategy::Zip64 | SaveStrategy::Silence);
|
||||
store_project(path, model);
|
||||
}
|
||||
|
||||
// Loads `path` through the BBS importer into `model`, releasing the plates it returns. The
|
||||
@@ -509,163 +510,6 @@ TEST_CASE("A project with malformed paint data loads without the damaged facet",
|
||||
REQUIRE(selector.num_facets(EnforcerBlockerType::Extruder3) == 1);
|
||||
}
|
||||
|
||||
// Paints `triangles` of `volume` on texture displacement layer slot `slot`.
|
||||
static void paint_texture_slot(ModelVolume& volume, int slot, std::initializer_list<int> triangles)
|
||||
{
|
||||
TriangleSelector selector(volume.mesh());
|
||||
for (const int triangle : triangles)
|
||||
selector.set_facet(triangle, EnforcerBlockerType::ENFORCER);
|
||||
REQUIRE(volume.texture_displacement_facet(slot).set(selector));
|
||||
}
|
||||
|
||||
// Every triangle's texture paint on every slot, in the form the exporter writes it, so two volumes
|
||||
// compare equal only when the same triangles are painted on the same slots.
|
||||
static std::vector<std::string> texture_paint(const ModelVolume& volume)
|
||||
{
|
||||
std::vector<std::string> paint;
|
||||
for (int slot = 0; slot < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++slot)
|
||||
for (size_t i = 0; i < volume.mesh().its.indices.size(); ++i)
|
||||
paint.push_back(volume.texture_displacement_facet(slot).get_triangle_as_string(int(i)));
|
||||
return paint;
|
||||
}
|
||||
|
||||
// A cube with one texture displacement layer in slot 2 and texture paint on gapped triangles of two
|
||||
// slots. The layer's image bytes need not decode: the archive stores them as they are.
|
||||
static ModelVolume& add_texture_displaced_cube(Model& model)
|
||||
{
|
||||
ModelObject* object = model.add_object();
|
||||
ModelVolume* volume = object->add_volume(make_cube(10., 10., 10.));
|
||||
object->add_instance();
|
||||
|
||||
TextureDisplacementLayer layer;
|
||||
layer.slot = 2;
|
||||
layer.name = "Bark";
|
||||
layer.depth_mm = 1.25f;
|
||||
layer.image_data = std::make_shared<std::vector<unsigned char>>(std::vector<unsigned char>{ 0x89, 'P', 'N', 'G', 1, 2, 3 });
|
||||
volume->texture_displacement_layers.push_back(layer);
|
||||
volume->texture_displacement_options.active_slot = 2;
|
||||
|
||||
paint_texture_slot(*volume, 2, { 3, 7 });
|
||||
paint_texture_slot(*volume, 5, { 10 });
|
||||
return *volume;
|
||||
}
|
||||
|
||||
TEST_CASE("Texture displacement layers, textures and paint survive a project round trip", "[3mf]")
|
||||
{
|
||||
// A single model file, and one file per object (read by a separate importer).
|
||||
const SaveStrategy strategy = GENERATE(SaveStrategy::Zip64 | SaveStrategy::Silence,
|
||||
SaveStrategy::Zip64 | SaveStrategy::Silence | SaveStrategy::SplitModel);
|
||||
INFO("save strategy " << int(strategy));
|
||||
|
||||
ScopedTemporaryFile temp(".3mf");
|
||||
Model source;
|
||||
const ModelVolume& painted = add_texture_displaced_cube(source);
|
||||
const std::vector<std::string> paint = texture_paint(painted);
|
||||
REQUIRE(std::count_if(paint.begin(), paint.end(), [](const std::string& s) { return !s.empty(); }) == 3);
|
||||
store_project(source, temp.string(), strategy);
|
||||
|
||||
ScopedTemporaryDir backup_dir("orca_texdisp_dst");
|
||||
Model model;
|
||||
REQUIRE(load_project(temp.string(), model, backup_dir));
|
||||
REQUIRE(model.objects.size() == 1);
|
||||
const ModelVolume& volume = *model.objects.front()->volumes.front();
|
||||
|
||||
REQUIRE(volume.texture_displacement_layers.size() == 1);
|
||||
const TextureDisplacementLayer& layer = volume.texture_displacement_layers.front();
|
||||
CHECK(layer.slot == 2);
|
||||
CHECK(layer.name == "Bark");
|
||||
CHECK_THAT(layer.depth_mm, Catch::Matchers::WithinAbs(1.25f, 1e-6f));
|
||||
REQUIRE(layer.image_data);
|
||||
CHECK(*layer.image_data == *painted.texture_displacement_layers.front().image_data);
|
||||
CHECK(volume.texture_displacement_options.active_slot == 2);
|
||||
CHECK(texture_paint(volume) == paint);
|
||||
}
|
||||
|
||||
TEST_CASE("Volumes sharing a mesh keep their own texture displacement paint", "[3mf]")
|
||||
{
|
||||
Model source;
|
||||
ModelObject* first_object = source.add_object();
|
||||
ModelVolume* first = first_object->add_volume(make_cube(10., 10., 10.));
|
||||
first_object->add_instance();
|
||||
ModelVolume* second = source.add_object(*first_object)->volumes.front();
|
||||
REQUIRE(second->mesh_ptr() == first->mesh_ptr());
|
||||
paint_texture_slot(*first, 0, { 3 });
|
||||
paint_texture_slot(*second, 0, { 7 });
|
||||
|
||||
// What a project save from the app uses: one file per object, an identical mesh written once.
|
||||
ScopedTemporaryFile temp(".3mf");
|
||||
store_project(source, temp.string(),
|
||||
SaveStrategy::Zip64 | SaveStrategy::Silence | SaveStrategy::SplitModel | SaveStrategy::ShareMesh);
|
||||
|
||||
ScopedTemporaryDir backup_dir("orca_texdisp_dst");
|
||||
Model model;
|
||||
REQUIRE(load_project(temp.string(), model, backup_dir));
|
||||
REQUIRE(model.objects.size() == 2);
|
||||
CHECK(texture_paint(*model.objects[0]->volumes.front()) == texture_paint(*first));
|
||||
CHECK(texture_paint(*model.objects[1]->volumes.front()) == texture_paint(*second));
|
||||
}
|
||||
|
||||
TEST_CASE("A texture displacement layer never loads its image from outside the project", "[3mf]")
|
||||
{
|
||||
// A file the layer names, on the machine opening the project, that the project did not carry.
|
||||
ScopedTemporaryFile texture(".png");
|
||||
{
|
||||
boost::nowide::ofstream file(texture.string(), std::ios::binary);
|
||||
file << "not part of the project";
|
||||
}
|
||||
REQUIRE(boost::filesystem::file_size(texture.path()) > 0);
|
||||
|
||||
Model source;
|
||||
ModelObject* object = source.add_object();
|
||||
ModelVolume* volume = object->add_volume(make_cube(10., 10., 10.));
|
||||
object->add_instance();
|
||||
TextureDisplacementLayer layer;
|
||||
layer.slot = 0;
|
||||
layer.name = "Elsewhere";
|
||||
layer.path = texture.string();
|
||||
layer.depth_mm = 0.75f;
|
||||
volume->texture_displacement_layers.push_back(layer);
|
||||
|
||||
ScopedTemporaryFile temp(".3mf");
|
||||
store_project(source, temp.string(), SaveStrategy::Zip64 | SaveStrategy::Silence);
|
||||
|
||||
ScopedTemporaryDir backup_dir("orca_texdisp_dst");
|
||||
Model model;
|
||||
REQUIRE(load_project(temp.string(), model, backup_dir));
|
||||
REQUIRE(model.objects.size() == 1);
|
||||
const std::vector<TextureDisplacementLayer>& layers = model.objects.front()->volumes.front()->texture_displacement_layers;
|
||||
REQUIRE(layers.size() == 1);
|
||||
CHECK(layers.front().name == "Elsewhere");
|
||||
CHECK_THAT(layers.front().depth_mm, Catch::Matchers::WithinAbs(0.75f, 1e-6f));
|
||||
CHECK_FALSE(layers.front().image_data);
|
||||
}
|
||||
|
||||
TEST_CASE("A project with a malformed texture displacement value still loads", "[3mf][Regression]")
|
||||
{
|
||||
const auto [from, to] = GENERATE(table<std::string, std::string>({
|
||||
{ "\"islands\":[]", "\"islands\":[[null,0,0,1]]" }, // a number that is null
|
||||
{ "\"slot\":2", "\"slot\":8" }, // a slot past the last
|
||||
}));
|
||||
INFO(from << " -> " << to);
|
||||
|
||||
ScopedTemporaryFile temp(".3mf");
|
||||
Model source;
|
||||
const ModelVolume& painted = add_texture_displaced_cube(source);
|
||||
store_project(source, temp.string(), SaveStrategy::Zip64 | SaveStrategy::Silence);
|
||||
REQUIRE(replace_in_3mf_entry(temp.string(), ".json", from, to));
|
||||
|
||||
ScopedTemporaryDir backup_dir("orca_texdisp_dst");
|
||||
Model model;
|
||||
bool loaded = false;
|
||||
REQUIRE_NOTHROW(loaded = load_project(temp.string(), model, backup_dir));
|
||||
REQUIRE(loaded);
|
||||
REQUIRE(model.objects.size() == 1);
|
||||
const ModelVolume& volume = *model.objects.front()->volumes.front();
|
||||
// The layer stack is dropped as a whole; the paint, stored apart from it, still loads.
|
||||
CHECK(volume.texture_displacement_layers.empty());
|
||||
CHECK(texture_paint(volume) == texture_paint(painted));
|
||||
}
|
||||
|
||||
// The recipe lives only in the BBS-native backend, because that is the only one that runs:
|
||||
// store_bbs_3mf is the sole exporter the app calls, and 3mf.cpp's load_3mf is reached only for
|
||||
// files fingerprinted as PrusaSlicer's, which never carry a recipe. This locks in both halves:
|
||||
@@ -2245,3 +2089,307 @@ TEST_CASE("Loading a gcode.3mf from a stream keeps the plate's pick and pattern
|
||||
CHECK(dst_plates.front()->pattern_bbox_file == "Metadata/plate_1.json");
|
||||
release_PlateData_list(dst_plates);
|
||||
}
|
||||
|
||||
// Encodes a flat grayscale PNG the way the texture panel's import does, so what the archive carries
|
||||
// is a real texture rather than an opaque blob.
|
||||
static std::shared_ptr<std::vector<unsigned char>> make_gray_png(uint8_t value, size_t w = 4, size_t h = 4)
|
||||
{
|
||||
ScopedTemporaryFile file(".png");
|
||||
const std::vector<uint8_t> pixels(w * h, value);
|
||||
REQUIRE(png::write_gray_to_file(file.string(), w, h, pixels));
|
||||
|
||||
boost::nowide::ifstream in(file.string(), std::ios::binary);
|
||||
std::vector<unsigned char> bytes((std::istreambuf_iterator<char>(in)), std::istreambuf_iterator<char>());
|
||||
REQUIRE_FALSE(bytes.empty());
|
||||
return std::make_shared<std::vector<unsigned char>>(std::move(bytes));
|
||||
}
|
||||
|
||||
// Every entry name in a 3mf archive, with the separators normalised the way the importer sees them.
|
||||
static std::vector<std::string> zip_entry_names(const std::string& path)
|
||||
{
|
||||
std::vector<std::string> names;
|
||||
mz_zip_archive zip;
|
||||
mz_zip_zero_struct(&zip);
|
||||
REQUIRE(open_zip_reader(&zip, path));
|
||||
const mz_uint n = mz_zip_reader_get_num_files(&zip);
|
||||
for (mz_uint i = 0; i < n; ++i) {
|
||||
mz_zip_archive_file_stat st;
|
||||
if (!mz_zip_reader_file_stat(&zip, i, &st) || st.m_is_directory)
|
||||
continue;
|
||||
std::string name(st.m_filename);
|
||||
std::replace(name.begin(), name.end(), '\\', '/');
|
||||
names.push_back(std::move(name));
|
||||
}
|
||||
close_zip_reader(&zip);
|
||||
return names;
|
||||
}
|
||||
|
||||
static const std::string TEXTURE_DISPLACEMENT_ENTRY_DIR = "Metadata/texture_displacement/";
|
||||
|
||||
// Stores a one-plate project holding a cube with one texture displacement layer, painted on that
|
||||
// layer's own slot. The caller fills the layer in, and gets back the mask string the exporter wrote
|
||||
// for `painted_facet`, which is what the load has to reproduce.
|
||||
//
|
||||
// The painted facet is deliberately not the first one: the importer keeps a slot's masks only as far
|
||||
// as its last painted triangle, so a facet in the middle is the case where that run has to be padded
|
||||
// in front and left short at the back.
|
||||
static void store_texture_displaced_cube(const std::string& path, const TextureDisplacementLayer& layer,
|
||||
const TextureDisplacementOptions& options, std::string& painted_mask,
|
||||
int painted_facet = 5)
|
||||
{
|
||||
Model model;
|
||||
ModelObject* object = model.add_object();
|
||||
ModelVolume* volume = object->add_volume(make_cube(10., 10., 10.));
|
||||
object->add_instance();
|
||||
|
||||
volume->texture_displacement_layers.push_back(layer);
|
||||
volume->texture_displacement_options = options;
|
||||
REQUIRE(painted_facet < int(volume->mesh().its.indices.size()));
|
||||
{
|
||||
TriangleSelector selector(volume->mesh());
|
||||
selector.set_facet(painted_facet, EnforcerBlockerType::ENFORCER);
|
||||
REQUIRE(volume->texture_displacement_facet(layer.slot).set(selector));
|
||||
}
|
||||
painted_mask = volume->texture_displacement_facet(layer.slot).get_triangle_as_string(painted_facet);
|
||||
REQUIRE_FALSE(painted_mask.empty());
|
||||
|
||||
store_project(path, model);
|
||||
}
|
||||
|
||||
// Returns the only volume of the only object in the project at `path`, loaded through the importer.
|
||||
static const ModelVolume& load_single_volume(const std::string& path, Model& model, const ScopedTemporaryDir& backup_dir)
|
||||
{
|
||||
REQUIRE(load_project(path, model, backup_dir));
|
||||
REQUIRE(model.objects.size() == 1);
|
||||
REQUIRE(model.objects.front()->volumes.size() == 1);
|
||||
return *model.objects.front()->volumes.front();
|
||||
}
|
||||
|
||||
// A texture displacement stack is the one paint tool whose settings live outside the volume's config:
|
||||
// the layer stack goes into the archive as its own JSON file, each layer's texture as a PNG beside it,
|
||||
// and the paint as a per-triangle attribute (see add_texture_displacement). A project only reopens
|
||||
// with its relief intact if all three come back together.
|
||||
TEST_CASE("A texture displacement layer, its texture and its paint survive a project round trip", "[3mf][TextureDisplacement]")
|
||||
{
|
||||
TextureDisplacementLayer layer;
|
||||
layer.slot = 3; // not the first slot, so the per-slot attribute names have to line up
|
||||
layer.name = "Bark";
|
||||
layer.path = "/textures/bark.png";
|
||||
layer.depth_mm = 1.25f;
|
||||
layer.tiling_scale = 7.5f;
|
||||
layer.midlevel = 0.5f;
|
||||
layer.invert = true;
|
||||
layer.tile_method = TextureTileMethod::MirroredRepeat;
|
||||
layer.projection_method = TextureProjectionMethod::LSCM;
|
||||
layer.blend_mode = TextureBlendMode::Subtract;
|
||||
layer.lscm_seam_edges = { { 1, 2 }, { 3, 5 } };
|
||||
layer.image_data = make_gray_png(128);
|
||||
|
||||
TextureDisplacementOptions options;
|
||||
options.smooth_enabled = true;
|
||||
options.smooth_iterations = 4;
|
||||
options.active_slot = layer.slot;
|
||||
options.panel_mode = 1;
|
||||
|
||||
const int painted_facet = 5;
|
||||
std::string painted;
|
||||
ScopedTemporaryFile temp(".3mf");
|
||||
store_texture_displaced_cube(temp.string(), layer, options, painted, painted_facet);
|
||||
|
||||
ScopedTemporaryDir backup_dir("orca_texdisp_dst");
|
||||
Model model;
|
||||
const ModelVolume& volume = load_single_volume(temp.string(), model, backup_dir);
|
||||
|
||||
REQUIRE(volume.texture_displacement_layers.size() == 1);
|
||||
const TextureDisplacementLayer& read = volume.texture_displacement_layers.front();
|
||||
CHECK(read.slot == layer.slot);
|
||||
CHECK(read.name == layer.name);
|
||||
CHECK(read.path == layer.path);
|
||||
CHECK_THAT(read.depth_mm, Catch::Matchers::WithinAbs(layer.depth_mm, 1e-6f));
|
||||
CHECK_THAT(read.tiling_scale, Catch::Matchers::WithinAbs(layer.tiling_scale, 1e-6f));
|
||||
CHECK_THAT(read.midlevel, Catch::Matchers::WithinAbs(layer.midlevel, 1e-6f));
|
||||
CHECK(read.invert == layer.invert);
|
||||
CHECK(read.tile_method == layer.tile_method);
|
||||
CHECK(read.projection_method == layer.projection_method);
|
||||
CHECK(read.blend_mode == layer.blend_mode);
|
||||
CHECK(read.lscm_seam_edges == layer.lscm_seam_edges);
|
||||
|
||||
// The texture rides along in the archive, named after the slot it belongs to, byte for byte.
|
||||
CHECK(boost::algorithm::starts_with(read.path_in_3mf, TEXTURE_DISPLACEMENT_ENTRY_DIR));
|
||||
CHECK(boost::algorithm::ends_with(read.path_in_3mf, "_" + std::to_string(layer.slot) + ".png"));
|
||||
REQUIRE(read.image_data);
|
||||
CHECK(*read.image_data == *layer.image_data);
|
||||
|
||||
CHECK(volume.texture_displacement_options.smooth_enabled);
|
||||
CHECK(volume.texture_displacement_options.smooth_iterations == options.smooth_iterations);
|
||||
CHECK(volume.texture_displacement_options.active_slot == options.active_slot);
|
||||
CHECK(volume.texture_displacement_options.panel_mode == options.panel_mode);
|
||||
|
||||
// The paint comes back on the facet it was put on, on its own slot and nowhere else.
|
||||
CHECK(volume.texture_displacement_facet(layer.slot).get_triangle_as_string(painted_facet) == painted);
|
||||
CHECK(volume.texture_displacement_facet(layer.slot).get_triangle_as_string(0).empty());
|
||||
for (int slot = 0; slot < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++slot)
|
||||
if (slot != layer.slot)
|
||||
CHECK(volume.texture_displacement_facet(slot).empty());
|
||||
}
|
||||
|
||||
// A layer names the file its texture was imported from, which the library panel uses to point at the
|
||||
// entry the layer came from. That name must not be opened: the project may come from anyone, the path
|
||||
// may name any file the user can read - on Windows a UNC path names a host as well - and the next save
|
||||
// would copy whatever was found there into the archive. A layer the archive has no image for comes
|
||||
// back without pixels instead, which the user fixes by picking the texture again.
|
||||
TEST_CASE("A texture displacement layer whose image the archive lacks is not read from the path it names", "[3mf][TextureDisplacement][Regression]")
|
||||
{
|
||||
// A file that really is there, so the test fails if the importer ever reaches for it.
|
||||
ScopedTemporaryFile texture(".png");
|
||||
REQUIRE(png::write_gray_to_file(texture.string(), 4, 4, std::vector<uint8_t>(16, 200)));
|
||||
|
||||
TextureDisplacementLayer layer;
|
||||
layer.slot = 0;
|
||||
layer.name = "Bark";
|
||||
layer.path = texture.string(); // and no image_data: nothing for the exporter to put in the archive
|
||||
|
||||
std::string painted;
|
||||
ScopedTemporaryFile temp(".3mf");
|
||||
store_texture_displaced_cube(temp.string(), layer, TextureDisplacementOptions{}, painted);
|
||||
|
||||
for (const std::string& name : zip_entry_names(temp.string()))
|
||||
if (boost::algorithm::starts_with(name, TEXTURE_DISPLACEMENT_ENTRY_DIR))
|
||||
CHECK_FALSE(boost::algorithm::ends_with(name, ".png"));
|
||||
|
||||
ScopedTemporaryDir backup_dir("orca_texdisp_dst");
|
||||
Model model;
|
||||
const ModelVolume& volume = load_single_volume(temp.string(), model, backup_dir);
|
||||
|
||||
REQUIRE(volume.texture_displacement_layers.size() == 1);
|
||||
CHECK(volume.texture_displacement_layers.front().path == texture.string());
|
||||
CHECK_FALSE(bool(volume.texture_displacement_layers.front().image_data));
|
||||
CHECK(volume.texture_displacement_facet(layer.slot).get_triangle_as_string(5) == painted);
|
||||
}
|
||||
|
||||
// The stack's JSON is arbitrary text by the time it is read back, and a value of the wrong type in it
|
||||
// throws out of the parse. That has to cost the volume its layers, not the project: the model, and the
|
||||
// paint the user can still build on, load as they would from a build without the feature.
|
||||
TEST_CASE("A malformed texture displacement block leaves the rest of the project loadable", "[3mf][TextureDisplacement][Regression]")
|
||||
{
|
||||
TextureDisplacementLayer layer;
|
||||
layer.slot = 0;
|
||||
layer.name = "Bark";
|
||||
layer.image_data = make_gray_png(128);
|
||||
|
||||
std::string painted;
|
||||
ScopedTemporaryFile temp(".3mf");
|
||||
store_texture_displaced_cube(temp.string(), layer, TextureDisplacementOptions{}, painted);
|
||||
|
||||
REQUIRE(rewrite_3mf_entries(temp.string(), [](std::string& name, std::string& data) {
|
||||
if (!boost::algorithm::starts_with(name, TEXTURE_DISPLACEMENT_ENTRY_DIR) ||
|
||||
!boost::algorithm::ends_with(name, ".json"))
|
||||
return false;
|
||||
// `offset` goes through a typed accessor, so a string in it throws; a plain setting like
|
||||
// depth_mm would be shrugged off by the parse instead, leaving the layer loadable.
|
||||
data = R"({"version":1,"layers":[{"slot":0,"offset":["deep","deep"]}]})";
|
||||
return true;
|
||||
}));
|
||||
|
||||
ScopedTemporaryDir backup_dir("orca_texdisp_dst");
|
||||
Model model;
|
||||
bool loaded = false;
|
||||
REQUIRE_NOTHROW(loaded = load_project(temp.string(), model, backup_dir));
|
||||
REQUIRE(loaded);
|
||||
REQUIRE(model.objects.size() == 1);
|
||||
REQUIRE(model.objects.front()->volumes.size() == 1);
|
||||
const ModelVolume& volume = *model.objects.front()->volumes.front();
|
||||
|
||||
CHECK(volume.texture_displacement_layers.empty());
|
||||
CHECK(volume.texture_displacement_facet(layer.slot).get_triangle_as_string(5) == painted);
|
||||
}
|
||||
|
||||
// A slot's masks are kept only as far as its last painted triangle, so where the paint falls in the
|
||||
// list decides whether that run has to be padded in front of the paint, cut short behind it, or both.
|
||||
TEST_CASE("Texture displacement paint survives wherever it falls in the triangle list", "[3mf][TextureDisplacement]")
|
||||
{
|
||||
const int painted_facet = GENERATE(0, 5, 11); // first, middle and last facet of a cube
|
||||
INFO("painted facet " << painted_facet);
|
||||
|
||||
TextureDisplacementLayer layer;
|
||||
layer.slot = 0;
|
||||
layer.name = "Bark";
|
||||
layer.image_data = make_gray_png(128);
|
||||
|
||||
std::string painted;
|
||||
ScopedTemporaryFile temp(".3mf");
|
||||
store_texture_displaced_cube(temp.string(), layer, TextureDisplacementOptions{}, painted, painted_facet);
|
||||
|
||||
ScopedTemporaryDir backup_dir("orca_texdisp_dst");
|
||||
Model model;
|
||||
const ModelVolume& volume = load_single_volume(temp.string(), model, backup_dir);
|
||||
|
||||
CHECK(volume.texture_displacement_facet(layer.slot).get_triangle_as_string(painted_facet) == painted);
|
||||
for (int facet = 0; facet < int(volume.mesh().its.indices.size()); ++facet)
|
||||
if (facet != painted_facet)
|
||||
CHECK(volume.texture_displacement_facet(layer.slot).get_triangle_as_string(facet).empty());
|
||||
}
|
||||
|
||||
// Each volume's stack is written under the volume's own id, and the paint of a whole object arrives as
|
||||
// one run of triangles that the volumes take their slices of. Two volumes using the same slot are the
|
||||
// case where both of those have to tell the volumes apart.
|
||||
TEST_CASE("Two volumes of one object keep their own texture displacement layers", "[3mf][TextureDisplacement]")
|
||||
{
|
||||
const auto first_image = make_gray_png(64);
|
||||
const auto second_image = make_gray_png(192);
|
||||
REQUIRE(*first_image != *second_image);
|
||||
|
||||
// The facet each volume is painted on, volume-local, so a mask landing on the wrong volume shows up.
|
||||
const int painted_facets[2] = { 0, 7 };
|
||||
std::string painted[2];
|
||||
|
||||
ScopedTemporaryFile temp(".3mf");
|
||||
{
|
||||
Model model;
|
||||
ModelObject* object = model.add_object();
|
||||
object->add_instance();
|
||||
for (int i = 0; i < 2; ++i) {
|
||||
ModelVolume* volume = object->add_volume(make_cube(10., 10., 10.));
|
||||
TextureDisplacementLayer layer;
|
||||
layer.slot = 0; // the same slot in both, which is what makes their names collide
|
||||
layer.name = i == 0 ? "First" : "Second";
|
||||
layer.depth_mm = i == 0 ? 0.5f : 1.5f;
|
||||
layer.image_data = i == 0 ? first_image : second_image;
|
||||
volume->texture_displacement_layers.push_back(layer);
|
||||
|
||||
TriangleSelector selector(volume->mesh());
|
||||
selector.set_facet(painted_facets[i], EnforcerBlockerType::ENFORCER);
|
||||
REQUIRE(volume->texture_displacement_facet(layer.slot).set(selector));
|
||||
painted[i] = volume->texture_displacement_facet(layer.slot).get_triangle_as_string(painted_facets[i]);
|
||||
REQUIRE_FALSE(painted[i].empty());
|
||||
}
|
||||
store_project(temp.string(), model);
|
||||
}
|
||||
|
||||
ScopedTemporaryDir backup_dir("orca_texdisp_dst");
|
||||
Model model;
|
||||
REQUIRE(load_project(temp.string(), model, backup_dir));
|
||||
REQUIRE(model.objects.size() == 1);
|
||||
REQUIRE(model.objects.front()->volumes.size() == 2);
|
||||
|
||||
const std::shared_ptr<std::vector<unsigned char>> images[2] = { first_image, second_image };
|
||||
const std::string names[2] = { "First", "Second" };
|
||||
const float depths[2] = { 0.5f, 1.5f };
|
||||
std::string entries[2];
|
||||
for (int i = 0; i < 2; ++i) {
|
||||
INFO("volume " << i);
|
||||
const ModelVolume& volume = *model.objects.front()->volumes[i];
|
||||
REQUIRE(volume.texture_displacement_layers.size() == 1);
|
||||
const TextureDisplacementLayer& layer = volume.texture_displacement_layers.front();
|
||||
CHECK(layer.name == names[i]);
|
||||
CHECK_THAT(layer.depth_mm, Catch::Matchers::WithinAbs(depths[i], 1e-6f));
|
||||
REQUIRE(layer.image_data);
|
||||
CHECK(*layer.image_data == *images[i]);
|
||||
CHECK(volume.texture_displacement_facet(layer.slot).get_triangle_as_string(painted_facets[i]) == painted[i]);
|
||||
CHECK(volume.texture_displacement_facet(layer.slot).get_triangle_as_string(painted_facets[1 - i]).empty());
|
||||
entries[i] = layer.path_in_3mf;
|
||||
}
|
||||
// Both volumes paint slot 0, so only the volume id keeps their textures apart in the archive.
|
||||
CHECK(entries[0] != entries[1]);
|
||||
}
|
||||
|
||||
|
||||
@@ -32,7 +32,6 @@
|
||||
#include <fstream>
|
||||
#include <limits>
|
||||
#include <set>
|
||||
#include <string>
|
||||
#include <boost/filesystem.hpp>
|
||||
|
||||
#include "libslic3r/AABBMesh.hpp"
|
||||
@@ -2301,32 +2300,45 @@ TEST_CASE("Texture displacement JSON keeps defaults for keys it does not carry",
|
||||
CHECK(!texture_displacement_layers_from_json("not json at all", unused_layers, unused_options));
|
||||
}
|
||||
|
||||
TEST_CASE("Texture displacement JSON with a wrong-typed element or an out-of-range slot is rejected", "[TextureDisplacement]")
|
||||
// The vectors, the islands and the UV overrides are read through nlohmann's typed accessors, which
|
||||
// throw on a value of the wrong type rather than returning anything. Nothing between here and the
|
||||
// project load catches that, so a document carrying one has to come back as "malformed block".
|
||||
TEST_CASE("Texture displacement JSON reports a value of the wrong type instead of throwing", "[TextureDisplacement]")
|
||||
{
|
||||
const std::string layer = GENERATE(as<std::string>{},
|
||||
R"({"slot":0,"offset":["x",0]})",
|
||||
R"({"slot":0,"view_project_right":[null,0,0]})",
|
||||
R"({"slot":0,"view_project_matrix":[0,0,0,0,0,0,0,0,0,0,0,"x"]})",
|
||||
R"({"slot":0,"lscm_seam_edges":[1,null]})",
|
||||
R"({"slot":0,"islands":[[0,0,"x",1]]})",
|
||||
R"({"slot":0,"lscm_uv_overrides":[[null,0,0]]})",
|
||||
R"({"slot":8})",
|
||||
R"({"slot":-1})",
|
||||
R"({"slot":"x"})",
|
||||
R"({"name":"No slot"})");
|
||||
INFO(layer);
|
||||
const std::string json = GENERATE(
|
||||
R"({"layers":[{"slot":0,"offset":["a","b"]}]})",
|
||||
R"({"layers":[{"slot":0,"view_project_right":[1,null,3]}]})",
|
||||
R"({"layers":[{"slot":0,"view_project_matrix":[1,2,3,4,5,6,7,8,9,10,11,"x"]}]})",
|
||||
R"({"layers":[{"slot":0,"lscm_seam_edges":["a","b"]}]})",
|
||||
R"({"layers":[{"slot":0,"islands":[[1,2,"a",4]]}]})",
|
||||
R"({"layers":[{"slot":0,"lscm_uv_overrides":[[1,"a",3]]}]})");
|
||||
INFO(json);
|
||||
|
||||
std::vector<TextureDisplacementLayer> layers(1);
|
||||
layers.front().name = "Kept";
|
||||
TextureDisplacementOptions options;
|
||||
options.color_mix_count = 7;
|
||||
|
||||
bool parsed = true;
|
||||
REQUIRE_NOTHROW(parsed = texture_displacement_layers_from_json(R"({"version":1,"layers":[)" + layer + "]}", layers, options));
|
||||
std::vector<TextureDisplacementLayer> layers;
|
||||
TextureDisplacementOptions options;
|
||||
bool parsed = true;
|
||||
REQUIRE_NOTHROW(parsed = texture_displacement_layers_from_json(json, layers, options));
|
||||
CHECK_FALSE(parsed);
|
||||
CHECK(layers.empty());
|
||||
}
|
||||
|
||||
// A plain setting is read through a helper that shrugs a wrong type off, which is the deliberate
|
||||
// other half of the case above: the field keeps its default and the rest of the layer still loads.
|
||||
TEST_CASE("Texture displacement JSON keeps the default for a setting of the wrong type", "[TextureDisplacement]")
|
||||
{
|
||||
const std::string json = R"({"options":{"smooth_strength":"a lot"},"layers":[{"slot":"two","name":"Old","depth_mm":0.75}]})";
|
||||
|
||||
std::vector<TextureDisplacementLayer> layers;
|
||||
TextureDisplacementOptions options;
|
||||
REQUIRE(texture_displacement_layers_from_json(json, layers, options));
|
||||
REQUIRE(layers.size() == 1);
|
||||
CHECK(layers.front().name == "Kept");
|
||||
CHECK(options.color_mix_count == 7);
|
||||
|
||||
const TextureDisplacementLayer fresh;
|
||||
const TextureDisplacementOptions defaults;
|
||||
CHECK(layers[0].slot == fresh.slot);
|
||||
CHECK(layers[0].name == "Old");
|
||||
CHECK_THAT(layers[0].depth_mm, WithinAbs(0.75f, 1e-6f));
|
||||
CHECK_THAT(options.smooth_strength, WithinAbs(defaults.smooth_strength, 1e-6f));
|
||||
}
|
||||
|
||||
TEST_CASE("whether a layer's texture has colour agrees with its decode", "[TextureDisplacement]")
|
||||
@@ -2346,353 +2358,3 @@ TEST_CASE("whether a layer's texture has colour agrees with its decode", "[Textu
|
||||
|
||||
CHECK_FALSE(height_texture_has_color(TextureDisplacementLayer{}));
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------------------------
|
||||
// The model's own UV channel, and the Override blend mode
|
||||
// ---------------------------------------------------------------------------------------------
|
||||
|
||||
// A grayscale image that is black in its left half and white in its right half, so where a sample
|
||||
// lands along u is readable straight off the height it comes back with.
|
||||
static std::shared_ptr<std::vector<unsigned char>> make_left_right_split_png(size_t w = 16, size_t h = 16)
|
||||
{
|
||||
std::vector<uint8_t> pixels(w * h);
|
||||
for (size_t y = 0; y < h; ++y)
|
||||
for (size_t x = 0; x < w; ++x)
|
||||
pixels[y * w + x] = (x < w / 2) ? 0 : 255;
|
||||
const boost::filesystem::path tmp_path = boost::filesystem::temp_directory_path()
|
||||
/ boost::filesystem::unique_path("texdisp_test_%%%%%%%%.png");
|
||||
REQUIRE(Slic3r::png::write_gray_to_file(tmp_path.string(), w, h, pixels));
|
||||
|
||||
std::vector<unsigned char> bytes;
|
||||
{
|
||||
std::ifstream ifs(tmp_path.string(), std::ios::binary);
|
||||
bytes.assign(std::istreambuf_iterator<char>(ifs), std::istreambuf_iterator<char>());
|
||||
}
|
||||
boost::system::error_code ec;
|
||||
boost::filesystem::remove(tmp_path, ec);
|
||||
|
||||
REQUIRE_FALSE(bytes.empty());
|
||||
return std::make_shared<std::vector<unsigned char>>(std::move(bytes));
|
||||
}
|
||||
|
||||
// Where a sheet coordinate lands in uv: across [UV_LO, UV_LO + UV_SPAN] rather than the full [0, 1].
|
||||
// The inset keeps the tests off the exact edge of an untiled placement, where there is deliberately no
|
||||
// texture at all rather than its border texel (see DecodedHeightTexture::sample()) - a real model's
|
||||
// channel does reach 1.0, and a vertex sitting exactly there displaces by nothing on purpose.
|
||||
static constexpr float UV_LO = 0.1f;
|
||||
static constexpr float UV_SPAN = 0.8f;
|
||||
|
||||
static float sheet_uv_at(float coord, float size, bool mirror = false)
|
||||
{
|
||||
const float t = coord / size;
|
||||
return UV_LO + UV_SPAN * (mirror ? 1.f - t : t);
|
||||
}
|
||||
|
||||
// One UV per triangle corner: u follows x, v follows y. `mirror_u` mirrors u, which is what the tests
|
||||
// use to show the bake is really reading the channel rather than projecting the position.
|
||||
static std::vector<Vec2f> sheet_uv_channel(const indexed_triangle_set &sheet, float size, bool mirror_u = false)
|
||||
{
|
||||
std::vector<Vec2f> uv(sheet.indices.size() * 3);
|
||||
for (size_t f = 0; f < sheet.indices.size(); ++f)
|
||||
for (int k = 0; k < 3; ++k) {
|
||||
const Vec3f &p = sheet.vertices[size_t(sheet.indices[f][k])];
|
||||
uv[f * 3 + size_t(k)] = Vec2f(sheet_uv_at(p.x(), size, mirror_u), sheet_uv_at(p.y(), size));
|
||||
}
|
||||
return uv;
|
||||
}
|
||||
|
||||
TEST_CASE("Override blend replaces the displacement under it instead of combining with it",
|
||||
"[TextureDisplacement]")
|
||||
{
|
||||
CHECK_THAT(blend_displacement(3.f, 1.f, TextureBlendMode::Override), WithinAbs(1.f, 1e-6f));
|
||||
// Nothing underneath yet is still just the value, so an Override layer at the bottom of the
|
||||
// stack behaves exactly like the Add the bake forces there.
|
||||
CHECK_THAT(blend_displacement(0.f, 1.f, TextureBlendMode::Override), WithinAbs(1.f, 1e-6f));
|
||||
// The sign carries, and a zero sample really does flatten what is under it - that is the point.
|
||||
CHECK_THAT(blend_displacement(3.f, -1.f, TextureBlendMode::Override), WithinAbs(-1.f, 1e-6f));
|
||||
CHECK_THAT(blend_displacement(3.f, 0.f, TextureBlendMode::Override), WithinAbs(0.f, 1e-6f));
|
||||
}
|
||||
|
||||
TEST_CASE("an Override layer leaves only its own relief where two layers overlap", "[TextureDisplacement]")
|
||||
{
|
||||
const indexed_triangle_set cube = its_make_cube(10., 10., 10.);
|
||||
|
||||
TextureDisplacementLayer base;
|
||||
base.slot = 0;
|
||||
base.depth_mm = 2.0f;
|
||||
base.tiling_scale = 5.0f;
|
||||
base.image_data = make_flat_gray_png(255); // full depth everywhere
|
||||
|
||||
TextureDisplacementLayer second = base;
|
||||
second.slot = 1;
|
||||
second.depth_mm = 0.5f;
|
||||
second.blend_mode = TextureBlendMode::Override;
|
||||
|
||||
TextureDisplacementFacetsData facets{};
|
||||
facets[0] = paint_whole_mesh(cube);
|
||||
facets[1] = facets[0];
|
||||
|
||||
const indexed_triangle_set overridden = build_texture_displacement(cube, {base, second}, facets, classic_options());
|
||||
REQUIRE(overridden.vertices.size() == cube.vertices.size());
|
||||
|
||||
// Add would have piled the two up to 2.5 mm; Override keeps the upper layer's 0.5 mm alone.
|
||||
TextureDisplacementLayer added = second;
|
||||
added.blend_mode = TextureBlendMode::Add;
|
||||
const indexed_triangle_set summed = build_texture_displacement(cube, {base, added}, facets, classic_options());
|
||||
REQUIRE(summed.vertices.size() == cube.vertices.size());
|
||||
|
||||
for (size_t i = 0; i < cube.vertices.size(); ++i) {
|
||||
if (!above_resting_plane(cube, i))
|
||||
continue;
|
||||
CHECK_THAT((overridden.vertices[i] - cube.vertices[i]).norm(), WithinAbs(0.5f, 1e-3f));
|
||||
CHECK_THAT((summed.vertices[i] - cube.vertices[i]).norm(), WithinAbs(2.5f, 1e-3f));
|
||||
}
|
||||
}
|
||||
|
||||
TEST_CASE("the ModelUV mapping displaces through the model's own UV channel", "[TextureDisplacement]")
|
||||
{
|
||||
constexpr float size = 10.f;
|
||||
const indexed_triangle_set sheet = make_flat_sheet(size, 1.f);
|
||||
|
||||
TextureDisplacementLayer layer;
|
||||
layer.slot = 0;
|
||||
layer.depth_mm = 1.0f;
|
||||
layer.image_data = make_left_right_split_png();
|
||||
layer.tile_enabled = false; // the layout is the placement; nothing should repeat
|
||||
layer.projection_method = TextureProjectionMethod::ModelUV;
|
||||
|
||||
TextureDisplacementFacetsData facets{};
|
||||
facets[0] = paint_whole_mesh(sheet);
|
||||
|
||||
const std::vector<Vec2f> uv = sheet_uv_channel(sheet, size);
|
||||
const std::vector<Vec2f> flipped = sheet_uv_channel(sheet, size, /* mirror_u */ true);
|
||||
|
||||
const indexed_triangle_set out = build_texture_displacement(sheet, {layer}, facets, classic_options(), {}, nullptr,
|
||||
Transform3d::Identity(), nullptr, nullptr, &uv);
|
||||
REQUIRE(out.vertices.size() == sheet.vertices.size());
|
||||
|
||||
// The image is black for u < 0.5 and white above it, and the channel's u rises with x across the
|
||||
// sheet, so it comes out flat on its left half and raised by the full depth on its right.
|
||||
size_t low = 0, high = 0;
|
||||
for (size_t i = 0; i < sheet.vertices.size(); ++i) {
|
||||
const float x = sheet.vertices[i].x();
|
||||
const float dz = out.vertices[i].z() - sheet.vertices[i].z();
|
||||
if (x < 0.4f * size) {
|
||||
CHECK_THAT(dz, WithinAbs(0.f, 1e-3f));
|
||||
++low;
|
||||
} else if (x > 0.6f * size) {
|
||||
CHECK_THAT(dz, WithinAbs(layer.depth_mm, 1e-3f));
|
||||
++high;
|
||||
}
|
||||
}
|
||||
REQUIRE(low > 0);
|
||||
REQUIRE(high > 0);
|
||||
|
||||
// Mirroring the channel mirrors the relief: the mapping really is the channel's, not a planar
|
||||
// projection of the position (which would be unchanged by it).
|
||||
const indexed_triangle_set mirrored = build_texture_displacement(sheet, {layer}, facets, classic_options(), {},
|
||||
nullptr, Transform3d::Identity(), nullptr, nullptr,
|
||||
&flipped);
|
||||
REQUIRE(mirrored.vertices.size() == sheet.vertices.size());
|
||||
for (size_t i = 0; i < sheet.vertices.size(); ++i) {
|
||||
const float x = sheet.vertices[i].x();
|
||||
if (x < 0.4f * size)
|
||||
CHECK_THAT(mirrored.vertices[i].z() - sheet.vertices[i].z(), WithinAbs(layer.depth_mm, 1e-3f));
|
||||
else if (x > 0.6f * size)
|
||||
CHECK_THAT(mirrored.vertices[i].z() - sheet.vertices[i].z(), WithinAbs(0.f, 1e-3f));
|
||||
}
|
||||
}
|
||||
|
||||
TEST_CASE("a ModelUV layer falls back to Triplanar when the volume carries no UV channel",
|
||||
"[TextureDisplacement]")
|
||||
{
|
||||
constexpr float size = 10.f;
|
||||
const indexed_triangle_set sheet = make_flat_sheet(size, 2.f);
|
||||
|
||||
TextureDisplacementLayer layer;
|
||||
layer.slot = 0;
|
||||
layer.depth_mm = 1.0f;
|
||||
layer.tiling_scale = 5.0f;
|
||||
layer.image_data = make_flat_gray_png(255);
|
||||
|
||||
TextureDisplacementFacetsData facets{};
|
||||
facets[0] = paint_whole_mesh(sheet);
|
||||
|
||||
layer.projection_method = TextureProjectionMethod::Triplanar;
|
||||
const indexed_triangle_set as_triplanar = build_texture_displacement(sheet, {layer}, facets, classic_options());
|
||||
layer.projection_method = TextureProjectionMethod::ModelUV;
|
||||
const indexed_triangle_set no_channel = build_texture_displacement(sheet, {layer}, facets, classic_options());
|
||||
|
||||
REQUIRE(no_channel.vertices.size() == as_triplanar.vertices.size());
|
||||
for (size_t i = 0; i < as_triplanar.vertices.size(); ++i)
|
||||
CHECK_THAT((no_channel.vertices[i] - as_triplanar.vertices[i]).norm(), WithinAbs(0.f, 1e-5f));
|
||||
}
|
||||
|
||||
TEST_CASE("a bake with colour off on every layer reports no colour at all", "[TextureDisplacement]")
|
||||
{
|
||||
const indexed_triangle_set cube = its_make_cube(10., 10., 10.);
|
||||
|
||||
TextureDisplacementLayer layer;
|
||||
layer.slot = 0;
|
||||
layer.depth_mm = 1.0f;
|
||||
layer.tiling_scale = 5.0f;
|
||||
layer.image_data = make_flat_rgb_png(200, 40, 10); // has colour to give...
|
||||
layer.color_enabled = false; // ...but is not asked for it
|
||||
|
||||
TextureDisplacementFacetsData facets{};
|
||||
facets[0] = paint_whole_mesh(cube);
|
||||
|
||||
std::vector<uint8_t> triangle_color;
|
||||
TextureColorRequest request;
|
||||
request.quantize = [](const Vec3f &) { return 0; }; // would colour everything, if asked
|
||||
request.out_triangle = &triangle_color;
|
||||
|
||||
const indexed_triangle_set out = build_texture_displacement(cube, {layer}, facets, classic_options(), {}, &request);
|
||||
REQUIRE_FALSE(out.vertices.empty());
|
||||
// Every entry 0 ("this triangle takes no colour from the texture"), so the commit leaves whatever
|
||||
// the model was already painted with exactly as it was.
|
||||
for (const uint8_t entry : triangle_color)
|
||||
CHECK(entry == 0);
|
||||
}
|
||||
|
||||
TEST_CASE("transfer_uv_channel resamples a UV channel onto a subdivided copy of the same surface",
|
||||
"[TextureDisplacement]")
|
||||
{
|
||||
constexpr float size = 10.f;
|
||||
const indexed_triangle_set coarse = make_flat_sheet(size, 5.f);
|
||||
const indexed_triangle_set fine = make_flat_sheet(size, 1.f);
|
||||
const std::vector<Vec2f> uv = sheet_uv_channel(coarse, size);
|
||||
|
||||
const std::vector<Vec2f> moved = transfer_uv_channel(coarse, uv, fine);
|
||||
REQUIRE(moved.size() == fine.indices.size() * 3);
|
||||
|
||||
// The channel is affine in position here (u = x/size, v = y/size), so a correct transfer
|
||||
// reproduces it exactly at every corner of the finer mesh.
|
||||
for (size_t f = 0; f < fine.indices.size(); ++f)
|
||||
for (int k = 0; k < 3; ++k) {
|
||||
const Vec3f &p = fine.vertices[size_t(fine.indices[f][k])];
|
||||
CHECK_THAT(moved[f * 3 + size_t(k)].x(), WithinAbs(sheet_uv_at(p.x(), size), 1e-4f));
|
||||
CHECK_THAT(moved[f * 3 + size_t(k)].y(), WithinAbs(sheet_uv_at(p.y(), size), 1e-4f));
|
||||
}
|
||||
|
||||
// A mismatched channel is refused rather than read past its end.
|
||||
CHECK(transfer_uv_channel(coarse, {Vec2f::Zero()}, fine).empty());
|
||||
CHECK(transfer_uv_channel(coarse, uv, indexed_triangle_set{}).empty());
|
||||
}
|
||||
|
||||
TEST_CASE("the model's per-corner UVs survive a brush split and collapse to one per vertex",
|
||||
"[TextureDisplacement]")
|
||||
{
|
||||
constexpr float size = 10.f;
|
||||
const indexed_triangle_set sheet = make_flat_sheet(size, 5.f);
|
||||
const std::vector<Vec2f> uv = sheet_uv_channel(sheet, size);
|
||||
|
||||
// The whole sheet as a patch, with the source map the channel is read through.
|
||||
const TriangleMesh tm(sheet);
|
||||
TriangleSelector selector(tm);
|
||||
for (int f = 0; f < int(sheet.indices.size()); ++f)
|
||||
selector.set_facet(f, EnforcerBlockerType::ENFORCER);
|
||||
std::vector<int> source;
|
||||
const indexed_triangle_set patch = selector.get_facets_strict(EnforcerBlockerType::ENFORCER, &source);
|
||||
REQUIRE(patch.indices.size() == source.size());
|
||||
|
||||
const std::vector<Vec2f> corner = compute_model_corner_uvs(sheet, uv, patch, source);
|
||||
REQUIRE(corner.size() == patch.indices.size() * 3);
|
||||
// An unsplit patch triangle *is* its source triangle, so its corners reproduce the channel.
|
||||
for (size_t f = 0; f < patch.indices.size(); ++f)
|
||||
for (int k = 0; k < 3; ++k) {
|
||||
const Vec3f &p = patch.vertices[size_t(patch.indices[f][k])];
|
||||
CHECK_THAT(corner[f * 3 + size_t(k)].x(), WithinAbs(sheet_uv_at(p.x(), size), 1e-4f));
|
||||
CHECK_THAT(corner[f * 3 + size_t(k)].y(), WithinAbs(sheet_uv_at(p.y(), size), 1e-4f));
|
||||
}
|
||||
|
||||
const std::vector<Vec2f> per_vertex = collapse_corner_uvs(patch, corner);
|
||||
REQUIRE(per_vertex.size() == patch.vertices.size());
|
||||
for (size_t i = 0; i < patch.vertices.size(); ++i) {
|
||||
CHECK_THAT(per_vertex[i].x(), WithinAbs(sheet_uv_at(patch.vertices[i].x(), size), 1e-4f));
|
||||
CHECK_THAT(per_vertex[i].y(), WithinAbs(sheet_uv_at(patch.vertices[i].y(), size), 1e-4f));
|
||||
}
|
||||
|
||||
// Mismatched inputs report nothing rather than guessing.
|
||||
CHECK(compute_model_corner_uvs(sheet, {Vec2f::Zero()}, patch, source).empty());
|
||||
CHECK(compute_model_corner_uvs(sheet, uv, patch, {}).empty());
|
||||
CHECK(collapse_corner_uvs(patch, {Vec2f::Zero()}).empty());
|
||||
}
|
||||
|
||||
TEST_CASE("facet paint is carried onto a rebuilt mesh by each facet's foot point", "[TextureDisplacement]")
|
||||
{
|
||||
constexpr float size = 10.f;
|
||||
const indexed_triangle_set coarse = make_flat_sheet(size, 2.5f);
|
||||
|
||||
// Two filaments, split down the middle - the pattern the transfer has to reproduce.
|
||||
const TriangleMesh coarse_mesh(coarse);
|
||||
TriangleSelector painter(coarse_mesh);
|
||||
for (size_t t = 0; t < coarse.indices.size(); ++t) {
|
||||
const stl_triangle_vertex_indices &tri = coarse.indices[t];
|
||||
const float x = (coarse.vertices[size_t(tri[0])].x() + coarse.vertices[size_t(tri[1])].x() +
|
||||
coarse.vertices[size_t(tri[2])].x()) / 3.f;
|
||||
painter.set_facet(int(t), x < 0.5f * size ? EnforcerBlockerType::Extruder1 : EnforcerBlockerType::Extruder2);
|
||||
}
|
||||
const TriangleSelector::TriangleSplittingData paint = painter.serialize();
|
||||
|
||||
// A finer mesh, lifted clear of the original surface the way a bake's relief lifts it. This is
|
||||
// what ModelVolume::restore_painting()'s 0.01 mm overlap remap cannot follow.
|
||||
indexed_triangle_set lifted = make_flat_sheet(size, 1.f);
|
||||
for (Vec3f &v : lifted.vertices)
|
||||
v.z() += 0.5f;
|
||||
|
||||
const std::vector<uint8_t> state = transfer_facet_paint(coarse, paint, lifted);
|
||||
REQUIRE(state.size() == lifted.indices.size());
|
||||
|
||||
size_t left = 0, right = 0;
|
||||
for (size_t t = 0; t < lifted.indices.size(); ++t) {
|
||||
const stl_triangle_vertex_indices &tri = lifted.indices[t];
|
||||
const float x = (lifted.vertices[size_t(tri[0])].x() + lifted.vertices[size_t(tri[1])].x() +
|
||||
lifted.vertices[size_t(tri[2])].x()) / 3.f;
|
||||
// Only away from the split: a facet straddling it may legitimately land on either side.
|
||||
if (x < 0.4f * size) {
|
||||
CHECK(state[t] == uint8_t(EnforcerBlockerType::Extruder1));
|
||||
++left;
|
||||
} else if (x > 0.6f * size) {
|
||||
CHECK(state[t] == uint8_t(EnforcerBlockerType::Extruder2));
|
||||
++right;
|
||||
}
|
||||
}
|
||||
REQUIRE(left > 0);
|
||||
REQUIRE(right > 0);
|
||||
|
||||
// An unpainted source has nothing to carry, which is not the same as carrying NONE everywhere:
|
||||
// the caller has to tell those apart to decide between resetting the annotation and writing one.
|
||||
CHECK(transfer_facet_paint(coarse, TriangleSelector::TriangleSplittingData{}, lifted).empty());
|
||||
CHECK(transfer_facet_paint(coarse, paint, indexed_triangle_set{}).empty());
|
||||
}
|
||||
|
||||
TEST_CASE("an unpainted part of the source carries no paint onto the rebuilt mesh", "[TextureDisplacement]")
|
||||
{
|
||||
constexpr float size = 10.f;
|
||||
const indexed_triangle_set coarse = make_flat_sheet(size, 2.5f);
|
||||
|
||||
// Only the left half is painted at all; the right half must come back NONE rather than borrowing
|
||||
// the nearest painted colour from across the model.
|
||||
const TriangleMesh coarse_mesh(coarse);
|
||||
TriangleSelector painter(coarse_mesh);
|
||||
for (size_t t = 0; t < coarse.indices.size(); ++t) {
|
||||
const stl_triangle_vertex_indices &tri = coarse.indices[t];
|
||||
const float x = (coarse.vertices[size_t(tri[0])].x() + coarse.vertices[size_t(tri[1])].x() +
|
||||
coarse.vertices[size_t(tri[2])].x()) / 3.f;
|
||||
if (x < 0.5f * size)
|
||||
painter.set_facet(int(t), EnforcerBlockerType::Extruder3);
|
||||
}
|
||||
|
||||
const std::vector<uint8_t> state = transfer_facet_paint(coarse, painter.serialize(), coarse);
|
||||
REQUIRE(state.size() == coarse.indices.size());
|
||||
for (size_t t = 0; t < coarse.indices.size(); ++t) {
|
||||
const stl_triangle_vertex_indices &tri = coarse.indices[t];
|
||||
const float x = (coarse.vertices[size_t(tri[0])].x() + coarse.vertices[size_t(tri[1])].x() +
|
||||
coarse.vertices[size_t(tri[2])].x()) / 3.f;
|
||||
if (x < 0.4f * size)
|
||||
CHECK(state[t] == uint8_t(EnforcerBlockerType::Extruder3));
|
||||
else if (x > 0.6f * size)
|
||||
CHECK(state[t] == uint8_t(EnforcerBlockerType::NONE));
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user