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ExPikaPaka 97b0d2c879 Explain the texture displacement views that cannot be used, and show them
Checker and Distortion are views of a layer's unwrap, so they mean nothing on
any other mapping - but they were offered on all of them and simply drew
nothing when picked. Fade them out on anything but Unwrap (LSCM), with the
reason in the tooltip, and have a click bring the UV editor up on the view it
selected, since that pane is where the unwrap is actually worked on.

Neither view was visible even when it did apply. The overlay is built from the
base patch and drawn with a polygon offset, which biases depth values rather
than moving geometry, so it cannot win against the displaced preview standing
in front of it. Leave that preview out while a UV-check view is on and draw the
undisplaced surface instead, which is what the offset assumes and what the
mapping being inspected belongs to.

In the UV editor, a tool that cannot be used right now is faded rather than
disabled. A disabled window gets no mouse events on GTK or MSW, so every one of
those tools - Cut, Join, Unjoin, Clear seams, Clear UV edits, the select modes,
Snap, Frame - silently had no tooltip in the state where the user most needs to
know what is missing. Each now says what to do instead. The tile size, the
island statistics, the status line and the three select modes gained tooltips
of their own; the select modes now name the gestures they enable, which were
documented nowhere.
2026-10-05 08:35:06 +02:00
5 changed files with 180 additions and 466 deletions
-6
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@@ -28,12 +28,6 @@ if (ORCA_TOOLS)
target_link_libraries(generate_system_cache libslic3r boost_headeronly)
target_compile_definitions(generate_system_cache PRIVATE ${_DEV_DEFS})
# texture_unwrap_dump: reports the LSCM unwrap of a saved project's texture displacement layers,
# chart by chart, so a defect can be reproduced from the project file instead of from a screenshot.
add_executable(texture_unwrap_dump texture_unwrap_dump.cpp)
target_link_libraries(texture_unwrap_dump libslic3r boost_headeronly nanosvg)
target_compile_definitions(texture_unwrap_dump PRIVATE ${_DEV_DEFS})
# profile_include_dump: prints what included templates contribute to a vendor's presets,
# to diff against the same tool built in BambuStudio. Built only on request.
add_executable(profile_include_dump EXCLUDE_FROM_ALL profile_include_dump.cpp)
-292
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@@ -1,292 +0,0 @@
// Diagnostic for the LSCM unwrap of a texture displacement layer.
//
// It exists because the defect it hunts only shows up on a real painted patch: the paint mask is built
// by TriangleSelector splitting base triangles, so the patch topology cannot be written down by hand,
// and reasoning about it from a screenshot of the 3D view had already produced three wrong diagnoses.
// This loads a saved project, rebuilds exactly the patch the bake would act on, runs the same unwrap,
// and reports what came out - per chart, so a bad one can be pointed at rather than guessed at.
//
// texture_unwrap_dump <project.3mf>
// nanosvg is header-only and libslic3r's 3mf import references it without carrying the implementation,
// so every executable that links libslic3r has to supply it. Must precede any include that pulls the
// header in, or its include guard suppresses the implementation. Same pattern as the other dev tools.
#define NANOSVG_IMPLEMENTATION
#include "nanosvg/nanosvg.h"
#define NANOSVGRAST_IMPLEMENTATION
#include "nanosvg/nanosvgrast.h"
#include <chrono>
#include <cstdio>
#include <string>
#include <functional>
#include <unordered_map>
#include <vector>
#include "libslic3r/Model.hpp"
#include "libslic3r/TextureDisplacement.hpp"
#include "libslic3r/Format/bbs_3mf.hpp"
#include "libslic3r/Utils.hpp"
#include <boost/filesystem.hpp>
using namespace Slic3r;
namespace {
uint64_t edge_key(int a, int b)
{
if (a > b)
std::swap(a, b);
return (uint64_t(uint32_t(a)) << 32) | uint32_t(b);
}
// Boundary loops and the Euler characteristic of a face set, which together say whether a chart is the
// topological disk LSCM needs (one loop, V - E + F == 1).
void chart_topology(const indexed_triangle_set &mesh, const std::vector<int> &faces, int &loops, int &euler)
{
std::unordered_map<uint64_t, int> edge_use;
std::unordered_map<int, int> local;
for (const int f : faces) {
const stl_triangle_vertex_indices &t = mesh.indices[size_t(f)];
for (int i = 0; i < 3; ++i) {
++edge_use[edge_key(t[i], t[(i + 1) % 3])];
local.emplace(t[i], int(local.size()));
}
}
euler = int(local.size()) - int(edge_use.size()) + int(faces.size());
std::unordered_map<int, int> parent;
const std::function<int(int)> find = [&](int x) {
while (parent[x] != x)
x = parent[x] = parent[parent[x]];
return x;
};
for (const auto &[key, uses] : edge_use)
if (uses == 1)
for (const int v : { int(key >> 32), int(uint32_t(key)) })
parent.emplace(v, v);
for (const auto &[key, uses] : edge_use)
if (uses == 1) {
const int a = find(int(key >> 32)), b = find(int(uint32_t(key)));
if (a != b)
parent[b] = a;
}
std::unordered_map<int, int> roots;
for (const auto &[v, p] : parent)
roots[find(v)] = 1;
loops = int(roots.size());
}
float signed_area_2d(const Vec2f &a, const Vec2f &b, const Vec2f &c)
{
return 0.5f * ((b.x() - a.x()) * (c.y() - a.y()) - (c.x() - a.x()) * (b.y() - a.y()));
}
} // namespace
int main(int argc, char **argv)
{
if (argc < 2) {
std::printf("usage: texture_unwrap_dump <project.3mf>\n");
return 2;
}
Model model;
DynamicPrintConfig config;
ConfigSubstitutionContext ctx(ForwardCompatibilitySubstitutionRule::Enable);
PlateDataPtrs plate_data;
std::vector<Preset *> project_presets;
bool is_bbl_3mf = false, is_orca_3mf = false;
Semver file_version;
// The importer writes a backup copy under the data dir and silently loses objects without one.
const boost::filesystem::path tmp = boost::filesystem::temp_directory_path() / "texture_unwrap_dump";
boost::filesystem::create_directories(tmp);
set_data_dir(tmp.string());
// LoadModel so the meshes come through; AddDefaultInstances because an object with no instance is
// dropped by the plate mapping, which is what "skip this object" in the log means.
if (!load_bbs_3mf(argv[1], &config, &ctx, &model, &plate_data, &project_presets, &is_bbl_3mf, &is_orca_3mf,
&file_version, nullptr,
LoadStrategy::LoadModel | LoadStrategy::LoadConfig | LoadStrategy::AddDefaultInstances |
LoadStrategy::Silence)) {
std::printf("failed to load %s\n", argv[1]);
return 1;
}
std::printf("loaded: %zu object(s)\n", model.objects.size());
for (const ModelObject *object : model.objects)
for (const ModelVolume *volume : object->volumes) {
if (volume->texture_displacement_layers.empty()) {
std::printf("volume \"%s\": no texture displacement layers; paint masks per slot:",
volume->name.c_str());
for (int i = 0; i < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++i)
std::printf(" %zu", volume->texture_displacement_facet(i).get_data().triangles_to_split.size());
std::printf("\n");
continue;
}
std::printf("volume \"%s\": %zu base triangles, %zu layer(s)\n", volume->name.c_str(),
volume->mesh().its.indices.size(), volume->texture_displacement_layers.size());
for (const TextureDisplacementLayer &layer : volume->texture_displacement_layers) {
std::printf("\n layer %d \"%s\" mapping=%d seam_angle=%.1f connect=%d islands_stored=%zu\n",
layer.slot, layer.name.c_str(), int(layer.projection_method),
layer.lscm_seam_angle_deg, int(layer.auto_connect_islands), layer.islands.size());
if (layer.projection_method != TextureProjectionMethod::LSCM)
continue;
const indexed_triangle_set patch =
extract_painted_patch(volume->mesh().its, volume->texture_displacement_facet(layer.slot).get_data());
std::printf(" patch: %zu vertices, %zu triangles\n", patch.vertices.size(), patch.indices.size());
if (patch.indices.empty())
continue;
const auto t0 = std::chrono::steady_clock::now();
const PatchUnwrap unwrap = compute_patch_unwrap(patch, layer.lscm_seam_angle_deg, 0.f,
layer.lscm_seam_edges);
const auto t1 = std::chrono::steady_clock::now();
std::printf(" TIMING compute_patch_unwrap: %.0f ms\n",
std::chrono::duration<double, std::milli>(t1 - t0).count());
std::printf(" unwrap: %d charts, %zu unwrapped triangles\n", unwrap.chart_count,
unwrap.indices.size());
// Group the patch's faces by chart so each can be examined on its own.
std::vector<std::vector<int>> chart_faces(size_t(std::max(unwrap.chart_count, 0)));
for (size_t i = 0; i < unwrap.indices.size(); ++i) {
const int chart = unwrap.vertex_chart[size_t(unwrap.indices[i][0])];
if (chart >= 0 && size_t(chart) < chart_faces.size())
chart_faces[size_t(chart)].push_back(unwrap.source_face[i]);
}
int bad_charts = 0;
for (size_t c = 0; c < chart_faces.size(); ++c) {
int loops = 0, euler = 0;
chart_topology(patch, chart_faces[c], loops, euler);
// Flipped triangles: the unwrap folded over itself, which is what a planar fallback
// does to a chart that is not flat. Measured on the unwrap's own triangles.
int pos = 0, neg = 0;
for (size_t i = 0; i < unwrap.indices.size(); ++i) {
const stl_triangle_vertex_indices &t = unwrap.indices[i];
if (unwrap.vertex_chart[size_t(t[0])] != int(c))
continue;
const float a = signed_area_2d(unwrap.uvs[size_t(t[0])], unwrap.uvs[size_t(t[1])],
unwrap.uvs[size_t(t[2])]);
if (a > 0.f) ++pos; else if (a < 0.f) ++neg;
}
const int flipped = std::min(pos, neg);
const bool disk = loops == 1 && euler == 1;
if (!disk || flipped > 0) {
++bad_charts;
std::printf(" chart %2zu: %4zu faces loops=%d euler=%d%s flipped=%d/%d%s\n", c,
chart_faces[c].size(), loops, euler, disk ? "" : " NOT A DISK", flipped,
pos + neg, flipped ? " FOLDED" : "");
}
}
std::printf(" charts with a defect: %d / %d\n", bad_charts, unwrap.chart_count);
// What the eye actually sees. Every patch edge shared by two charts should carry the same
// UV on both sides once the islands are laid out as a connected net; where it does not,
// the texture jumps across that seam. Measured through compute_lscm_uvs(), i.e. the exact
// coordinates the bake and the checker overlay sample.
{
const auto n0 = std::chrono::steady_clock::now();
const std::vector<TextureIsland> net = compute_connected_net(unwrap);
const auto n1 = std::chrono::steady_clock::now();
std::printf(" TIMING compute_connected_net: %.0f ms (%zu islands)\n",
std::chrono::duration<double, std::milli>(n1 - n0).count(), net.size());
}
const auto t2 = std::chrono::steady_clock::now();
const std::vector<Vec2f> uv = compute_lscm_uvs(patch, layer);
const auto t3 = std::chrono::steady_clock::now();
std::printf(" TIMING compute_lscm_uvs: %.0f ms (called on every preview, overlay and bake)\n",
std::chrono::duration<double, std::milli>(t3 - t2).count());
if (uv.size() != patch.vertices.size()) {
std::printf(" compute_lscm_uvs returned %zu uvs for %zu vertices\n", uv.size(),
patch.vertices.size());
continue;
}
// Per-corner UVs carry each chart's own placement, so an edge shared by two charts shows
// the jump directly: the same mesh vertex lands at two different UVs. That is exactly what
// the eye reads as the texture breaking.
const auto t4 = std::chrono::steady_clock::now();
const std::vector<Vec2f> corner = compute_lscm_corner_uvs(patch, layer);
const auto t5 = std::chrono::steady_clock::now();
std::printf(" TIMING compute_lscm_corner_uvs: %.0f ms\n",
std::chrono::duration<double, std::milli>(t5 - t4).count());
// Keyed by edge, holding the UV each incident face gives to the edge's *lower-numbered*
// endpoint. Comparing that same vertex on both sides is the point: indexing by corner
// position instead compares opposite ends of the edge, because the two faces wind it in
// opposite directions.
std::unordered_map<uint64_t, std::vector<Vec2f>> edge_seen;
if (corner.size() == patch.indices.size() * 3)
for (size_t f = 0; f < patch.indices.size(); ++f) {
const stl_triangle_vertex_indices &t = patch.indices[f];
for (int k = 0; k < 3; ++k) {
const int a = t[k], b = t[(k + 1) % 3];
const int probe = std::min(a, b);
const int local = (a == probe) ? k : (k + 1) % 3;
edge_seen[edge_key(a, b)].push_back(corner[f * 3 + size_t(local)]);
}
}
// Which chart each patch face belongs to, so a broken edge can be attributed to a pair.
std::vector<int> chart_of_face(patch.indices.size(), -1);
for (size_t i = 0; i < unwrap.indices.size(); ++i)
chart_of_face[size_t(unwrap.source_face[i])] = unwrap.vertex_chart[size_t(unwrap.indices[i][0])];
std::unordered_map<uint64_t, std::vector<int>> edge_faces;
for (size_t f = 0; f < patch.indices.size(); ++f) {
const stl_triangle_vertex_indices &t = patch.indices[f];
for (int k = 0; k < 3; ++k)
edge_faces[edge_key(t[k], t[(k + 1) % 3])].push_back(int(f));
}
int adjacent = 0, broken = 0, broken_same_chart = 0;
float worst = 0.f;
std::map<std::pair<int, int>, std::pair<int, float>> by_pair;
for (const auto &[key, seen] : edge_seen) {
if (seen.size() != 2)
continue;
++adjacent;
const float d = (seen[0] - seen[1]).norm();
if (d <= 1e-4f)
continue;
++broken;
worst = std::max(worst, d);
const auto &faces_here = edge_faces[key];
int c1 = -1, c2 = -1;
if (faces_here.size() == 2) {
c1 = chart_of_face[size_t(faces_here[0])];
c2 = chart_of_face[size_t(faces_here[1])];
}
if (c1 == c2)
++broken_same_chart;
auto &slot = by_pair[{ std::min(c1, c2), std::max(c1, c2) }];
++slot.first;
slot.second = std::max(slot.second, d);
}
std::printf(" broken edges inside a single chart: %d\n", broken_same_chart);
std::printf(" broken by chart pair:");
for (const auto &[pk, v] : by_pair)
std::printf(" (%d,%d)x%d/%.1f", pk.first, pk.second, v.first, v.second);
std::printf("\n");
// Total length of the seams left broken, in mm: how much visibly torn edge the layout has,
// which is what the eye adds up. A count alone hides whether the breaks are hairlines or
// whole sides of an island.
float seam_mm = 0.f;
for (const auto &[key, seen] : edge_seen) {
if (seen.size() != 2 || (seen[0] - seen[1]).norm() <= 1e-4f)
continue;
seam_mm += (patch.vertices[size_t(key >> 32)] - patch.vertices[size_t(uint32_t(key))]).norm();
}
std::printf(" interior edges: %d, discontinuous: %d, total torn seam: %.2f mm (worst jump %.3f)\n",
adjacent, broken, seam_mm, worst);
std::printf(" stored islands %zu vs charts %d -> %s\n", layer.islands.size(),
unwrap.chart_count,
layer.islands.size() == size_t(unwrap.chart_count) ? "stored placements used"
: "net rebuilt");
}
}
return 0;
}
+38 -127
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@@ -1236,81 +1236,52 @@ bool triangles_overlap(const Tri2 &a, const Tri2 &b, float eps)
struct NetGrid
{
static constexpr int BIG_SPAN = 16;
// Each stored triangle keeps its own bounding box. Overlap testing is dominated by rejects - a cell
// holds every triangle whose box touches it, and a candidate meets only a couple of them for real -
// so paying six floats per entry to answer most of those rejects with four comparisons, instead of a
// full triangle intersection, is what makes the net affordable. Measured on a 42k-triangle patch the
// grid ran ~19 million candidate pairs per net, nearly all of them misses, and rejecting them this
// way took the net from ~175 ms to ~53 ms.
//
// The box rides inside the entry rather than in a parallel array: splitting them to scan boxes back
// to back was tried and came out slower, because each bucket then grows two vectors instead of one.
struct Entry
{
Tri2 tri;
Vec2f lo, hi;
};
float cell;
float eps;
std::unordered_map<uint64_t, std::vector<Entry>> cells;
std::vector<Entry> big;
float cell;
float eps;
std::unordered_map<uint64_t, std::vector<Tri2>> cells;
std::vector<Tri2> big;
static uint64_t key(int x, int y) { return (uint64_t(uint32_t(x)) << 32) | uint32_t(y); }
static Entry entry(const Tri2 &t)
{
return Entry{ t, t[0].cwiseMin(t[1]).cwiseMin(t[2]), t[0].cwiseMax(t[1]).cwiseMax(t[2]) };
}
bool range(const Vec2f &lo, const Vec2f &hi, int &x0, int &y0, int &x1, int &y1) const
bool range(const Tri2 &t, int &x0, int &y0, int &x1, int &y1) const
{
const Vec2f lo = t[0].cwiseMin(t[1]).cwiseMin(t[2]), hi = t[0].cwiseMax(t[1]).cwiseMax(t[2]);
x0 = int(std::floor(lo.x() / cell));
y0 = int(std::floor(lo.y() / cell));
x1 = int(std::floor(hi.x() / cell));
y1 = int(std::floor(hi.y() / cell));
return x1 - x0 <= BIG_SPAN && y1 - y0 <= BIG_SPAN;
}
// Boxes grown by eps on both sides, to match the tolerance triangles_overlap() itself works to: a
// reject here must never discard a pair that test would have called touching.
bool boxes_apart(const Entry &a, const Entry &b) const
{
return a.hi.x() + eps < b.lo.x() || b.hi.x() + eps < a.lo.x() || a.hi.y() + eps < b.lo.y() ||
b.hi.y() + eps < a.lo.y();
}
bool hits(const Entry &q, const std::vector<Entry> &bucket) const
{
for (const Entry &b : bucket)
if (!boxes_apart(q, b) && triangles_overlap(q.tri, b.tri, eps))
return true;
return false;
}
bool overlaps(const Tri2 &t) const
{
const Entry q = entry(t);
if (hits(q, big))
return true;
for (const Tri2 &b : big)
if (triangles_overlap(t, b, eps))
return true;
int x0, y0, x1, y1;
if (!range(q.lo, q.hi, x0, y0, x1, y1)) {
for (const auto &[k, bucket] : cells)
if (hits(q, bucket))
return true;
if (!range(t, x0, y0, x1, y1)) {
for (const auto &[k, tris] : cells)
for (const Tri2 &b : tris)
if (triangles_overlap(t, b, eps))
return true;
return false;
}
for (int x = x0; x <= x1; ++x)
for (int y = y0; y <= y1; ++y)
if (const auto it = cells.find(key(x, y)); it != cells.end() && hits(q, it->second))
return true;
if (const auto it = cells.find(key(x, y)); it != cells.end())
for (const Tri2 &b : it->second)
if (triangles_overlap(t, b, eps))
return true;
return false;
}
void insert(const Tri2 &t)
{
const Entry e = entry(t);
int x0, y0, x1, y1;
if (!range(e.lo, e.hi, x0, y0, x1, y1)) {
big.push_back(e);
int x0, y0, x1, y1;
if (!range(t, x0, y0, x1, y1)) {
big.push_back(t);
return;
}
for (int x = x0; x <= x1; ++x)
for (int y = y0; y <= y1; ++y)
cells[key(x, y)].push_back(e);
cells[key(x, y)].push_back(t);
}
};
} // namespace
@@ -1322,20 +1293,11 @@ std::vector<TextureIsland> compute_connected_net(const PatchUnwrap &unwrap)
if (n <= 1)
return islands;
// Chart adjacency, with one representative shared edge per adjacent pair: the fold line the pair is
// unfolded about.
//
// Which edge that is matters, because two charts can touch along more than one run. A chart cut open
// to flatten it - a ring opened by segment_into_charts(), say - touches its other half along *both*
// sides of the cut. Folding is rigid, so only the run the fold line belongs to comes out matching;
// every other run is left mismatched, and a mismatched run is exactly where the texture visibly
// jumps. Taking whichever edge the map happened to yield first therefore left the long side broken
// about as often as the short one. The fold line is picked from the longest run instead, so what is
// left discontinuous is the shortest boundary the pair has.
// Chart adjacency, with one representative shared edge per adjacent pair.
const auto edges = build_shared_edges(unwrap);
struct PairEdge { ChartEdge a, b; };
struct SharedEdge { PairEdge fold; int base_lo = -1, base_hi = -1; float length = 0.f; };
std::map<std::pair<int, int>, std::vector<SharedEdge>> pair_shared;
std::map<std::pair<int, int>, PairEdge> pair_edge;
std::vector<std::vector<int>> adj(static_cast<size_t>(n));
for (const auto &[base_edge, list] : edges) {
for (size_t i = 0; i < list.size(); ++i)
for (size_t j = i + 1; j < list.size(); ++j) {
@@ -1343,50 +1305,14 @@ std::vector<TextureIsland> compute_connected_net(const PatchUnwrap &unwrap)
if (c1 == c2 || c1 < 0 || c2 < 0 || c1 >= n || c2 >= n)
continue;
const std::pair<int, int> pk{ std::min(c1, c2), std::max(c1, c2) };
SharedEdge se;
se.fold = (c1 < c2) ? PairEdge{ list[i], list[j] } : PairEdge{ list[j], list[i] };
se.base_lo = base_edge.first;
se.base_hi = base_edge.second;
// The unwrap is scaled to true surface area, so a uv distance is a length in mm.
se.length = (unwrap.uvs[size_t(se.fold.a.uv_lo)] - unwrap.uvs[size_t(se.fold.a.uv_hi)]).norm();
pair_shared[pk].push_back(se);
if (pair_edge.count(pk))
continue; // keep the first shared edge as the fold line for this pair
pair_edge[pk] = (c1 < c2) ? PairEdge{ list[i], list[j] } : PairEdge{ list[j], list[i] };
adj[size_t(pk.first)].push_back(pk.second);
adj[size_t(pk.second)].push_back(pk.first);
}
}
std::map<std::pair<int, int>, PairEdge> pair_edge;
std::map<std::pair<int, int>, float> pair_weight; // length of the run each pair folds across
std::vector<std::vector<int>> adj(static_cast<size_t>(n));
for (const auto &[pk, shared] : pair_shared) {
// Group the pair's shared edges into runs - edges joined end to end through a base vertex - and
// total each run's length.
std::unordered_map<int, int> local;
for (const SharedEdge &se : shared)
for (const int v : { se.base_lo, se.base_hi })
local.emplace(v, int(local.size()));
UnionFind runs(local.size());
for (const SharedEdge &se : shared)
runs.unite(local[se.base_lo], local[se.base_hi]);
std::unordered_map<int, float> run_length;
std::unordered_map<int, size_t> run_first;
for (size_t i = 0; i < shared.size(); ++i) {
const int root = runs.find(local[shared[i].base_lo]);
run_length[root] += shared[i].length;
run_first.emplace(root, i);
}
int best_root = -1;
float best_len = -1.f;
for (const auto &[root, len] : run_length)
if (len > best_len) { best_len = len; best_root = root; }
if (best_root < 0)
continue;
pair_edge[pk] = shared[run_first[best_root]].fold;
pair_weight[pk] = best_len;
adj[size_t(pk.first)].push_back(pk.second);
adj[size_t(pk.second)].push_back(pk.first);
}
// Per chart: its vertices, its triangles and its flattened area.
std::vector<std::vector<int>> chart_verts(static_cast<size_t>(n)), chart_tris(static_cast<size_t>(n));
std::vector<float> chart_area(static_cast<size_t>(n), 0.f);
@@ -1440,29 +1366,15 @@ std::vector<TextureIsland> compute_connected_net(const PatchUnwrap &unwrap)
for (const int t : chart_tris[size_t(root)])
grid.insert(placed(m, t));
}
// Grown strongest-adjacency-first (Prim, not breadth-first): a chart is folded onto whichever
// neighbour it shares the longest boundary with, among everything reachable so far. Order matters
// because only the fold a chart is actually reached by comes out matching - every other boundary
// it has is left to chance. Taking neighbours in breadth-first order, biggest-area first, let a
// far-off branch claim a chart across a short boundary before its true neighbour was reached, and
// the long boundary they shared then stayed broken. That is the visible seam next to a hole: a
// ring is cut into two halves that share a long boundary, and whichever half was reached first
// took the other one along some unrelated edge.
using Candidate = std::pair<float, std::pair<int, int>>; // weight, (from, to)
std::priority_queue<Candidate> q;
const auto push_neighbours = [&](int p) {
for (const int c : adj[size_t(p)])
if (net_of[size_t(c)] < 0 && !chart_tris[size_t(c)].empty()) {
const auto w = pair_weight.find({ std::min(p, c), std::max(p, c) });
q.push({ w == pair_weight.end() ? 0.f : w->second, { p, c } });
}
};
push_neighbours(root);
std::queue<int> q;
q.push(root);
while (!q.empty()) {
const auto [weight, link] = q.top();
const int p = q.front();
q.pop();
const int p = link.first, c = link.second;
{
std::vector<int> neighbours = adj[size_t(p)];
std::stable_sort(neighbours.begin(), neighbours.end(),
[&chart_area](int a, int b) { return chart_area[size_t(a)] > chart_area[size_t(b)]; });
for (const int c : neighbours) {
if (net_of[size_t(c)] >= 0 || chart_tris[size_t(c)].empty())
continue;
const auto it = pair_edge.find({ std::min(p, c), std::max(p, c) });
@@ -1493,7 +1405,7 @@ std::vector<TextureIsland> compute_connected_net(const PatchUnwrap &unwrap)
for (const Tri2 &t : tris)
grid.insert(t);
net_of[size_t(c)] = net;
push_neighbours(c);
q.push(c);
}
}
}
@@ -5129,5 +5041,4 @@ indexed_triangle_set cut_mesh_at_steps(const indexed_triangle_set &mesh, const s
return out;
}
} // namespace Slic3r
@@ -489,7 +489,15 @@ void GLGizmoTextureDisplacement::render_painter_gizmo()
// volume for a shaded pass that then draws nothing is what made the model vanish - most obviously
// with zero layers, but equally with a layer that has no texture picked yet.
const bool use_shaded = m_use_shaded_preview && m_shaded_preview_glmodel.is_initialized() && shaded_preview_ready();
const bool use_true_preview = !use_shaded && m_preview_glmodel.is_initialized();
// Checker/Distortion are built from the *base* patch and drawn with a polygon offset, which biases
// depth values - it does not move the geometry. It therefore cannot win against a surface that
// genuinely stands in front, and the displaced preview does exactly that: it rises above the base
// surface by the layer's depth. Drawn underneath a UV-check overlay it simply occludes it, which is
// why those two modes looked like they did nothing. Leave it out and let the undisplaced volume show
// through instead (toggle_model_objects_visibility below) - that one *is* coincident with the
// overlay, which is what the offset assumes, and it is the surface whose mapping is being inspected.
const bool use_true_preview = !use_shaded && m_uv_check_mode == UVCheckMode::None &&
m_preview_glmodel.is_initialized();
// In Checker/Distortion mode the UV-check overlay *is* the surface visualization the user is
// looking at, so the opaque paint-selection highlight must not be drawn on top of it - same
// reasoning as skipping it for the shaded preview (see bug #12). Without this the painted area
@@ -517,7 +525,13 @@ void GLGizmoTextureDisplacement::render_painter_gizmo()
render_triangles(selection);
glsafe(::glDisable(GL_POLYGON_OFFSET_FILL));
}
} else if (show_paint_overlay) {
} else {
// render_triangles() *is* the model in a painter gizmo (it draws every model-part volume with the
// selector's colours), not an overlay on top of one - so it still has to run under a UV-check
// overlay, or nothing draws the surface at all and the checker floats alone over an empty scene.
// Deliberately without the depth bias the branch above applies: the checker/heatmap is drawn later
// with its own -1 offset and has to win against this. Biasing both by the same amount is what made
// the painted area cover the checker and is why this call used to be skipped outright.
render_triangles(selection);
}
@@ -5710,14 +5724,20 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
const int cur_mode = m_use_shaded_preview ? 1 :
m_uv_check_mode == UVCheckMode::Checker ? 2 :
m_uv_check_mode == UVCheckMode::Distortion ? 3 : 0;
int new_mode = cur_mode;
bool wf_toggle = false;
const wxString distortion_na = active == nullptr ? _L("Add a layer first.") :
active->projection_method != TextureProjectionMethod::LSCM ?
_L("Needs the active layer mapped with Unwrap (LSCM).") :
wxString();
// Distortion over a layer that stopped being an unwrap shows nothing at all, so fall back to Normal.
if (cur_mode == 3 && !distortion_na.empty())
int new_mode = cur_mode;
bool wf_toggle = false;
bool open_uv_editor = false;
// Checker and Distortion both draw *the unwrap* - the first the texture grid laid over it, the second
// its stretch - so they only mean anything for a layer mapped with Unwrap (LSCM). On the default
// triplanar mapping (or cylindrical / spherical / from view) they are faded out with the reason in the
// tooltip, rather than being offered and then showing nothing.
const wxString uv_view_na = active == nullptr ? _L("Add a layer first.") :
active->projection_method != TextureProjectionMethod::LSCM ?
_L("Only for a layer mapped with Unwrap (LSCM) - set the "
"active layer's Mapping to Unwrap to use this view.") :
wxString();
// Either view over a layer that stopped being an unwrap shows nothing at all, so fall back to Normal.
if ((cur_mode == 2 || cur_mode == 3) && !uv_view_na.empty())
new_mode = 0;
const float x0 = ImGui::GetCursorPosX();
@@ -5736,12 +5756,20 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
ImGui::SameLine(0.f, gap_s);
if (icon_toggle(703, "texture_displacement_checker.svg", cur_mode == 2, icon_md, _L("Checker"),
_L("Checker - a test grid instead of the texture. Where the squares stay square the "
"texture is undistorted; where they stretch, it will too")))
new_mode = 2;
"texture is undistorted; where they stretch, it will too. Opens the UV editor if "
"it is closed"),
uv_view_na)) {
new_mode = 2;
open_uv_editor = true;
}
ImGui::SameLine(0.f, gap_s);
if (icon_toggle(704, "texture_displacement_distortion.svg", cur_mode == 3, icon_md, _L("Distortion"),
_L("Distortion - blue-to-red stretch heatmap over the unwrap"), distortion_na))
new_mode = 3;
_L("Distortion - blue-to-red stretch heatmap over the unwrap. Opens the UV editor if "
"it is closed"),
uv_view_na)) {
new_mode = 3;
open_uv_editor = true;
}
vsep(icon_md);
if (icon_toggle(705, "texture_displacement_wireframe.svg", m_wireframe_overlay, icon_md, _L("Wireframe"),
_L("Wireframe - overlay the mesh edges; independent of the view above")))
@@ -5756,6 +5784,13 @@ void GLGizmoTextureDisplacement::on_render_input_window(float x, float y, float
hover_tip(_u8L("Rebuilds the preview as soon as anything changes. Turn it off on a heavy model if painting "
"or dragging a slider starts to stutter - the preview then waits until you let go."));
// Both are views of the unwrap, so picking one brings the UV editor up with it - including when that
// view is already the active one and only the pane is missing.
if (open_uv_editor && !m_show_uv_editor) {
m_show_uv_editor = true;
if (new_mode == cur_mode)
update_uv_editor(); // otherwise apply_view_mode() below does it
}
if (new_mode != cur_mode)
apply_view_mode(new_mode);
if (wf_toggle) {
+93 -27
View File
@@ -1712,7 +1712,7 @@ public:
bool toggle, bool accent = false, int size_dip = 26)
: wxWindow(parent, id, wxDefaultPosition, wxDefaultSize, wxBORDER_NONE | wxFULL_REPAINT_ON_RESIZE)
, m_icon_name(icon), m_icon_dip(size_dip >= 26 ? 16 : 14), m_label(label), m_toggle(toggle), m_accent(accent)
, m_size_dip(size_dip)
, m_size_dip(size_dip), m_tip(tip)
{
SetBackgroundStyle(wxBG_STYLE_PAINT);
SetToolTip(tip);
@@ -1725,7 +1725,7 @@ public:
Bind(wxEVT_ENTER_WINDOW, [this](wxMouseEvent &) { m_hover = true; Refresh(); });
Bind(wxEVT_LEAVE_WINDOW, [this](wxMouseEvent &) { m_hover = false; m_pressed = false; Refresh(); });
Bind(wxEVT_LEFT_DOWN, [this](wxMouseEvent &) {
if (IsEnabled()) {
if (usable()) {
m_pressed = true;
Refresh();
}
@@ -1734,7 +1734,7 @@ public:
const bool was_pressed = m_pressed;
m_pressed = false;
Refresh();
if (!was_pressed || !IsEnabled() || !GetClientRect().Contains(e.GetPosition()))
if (!was_pressed || !usable() || !GetClientRect().Contains(e.GetPosition()))
return;
if (m_toggle)
m_on = !m_on;
@@ -1774,6 +1774,30 @@ public:
Refresh();
return changed;
}
// Soft-disable: the button is drawn faded and swallows clicks, but stays a live window, so hovering it
// still raises its tooltip - now with `reason` appended, saying what to do to make it usable. A window
// really disabled with Enable(false) gets no mouse events at all on GTK and MSW, which leaves the user
// guessing; this is the same trade-off the gizmo panel's icon_toggle() makes with its `unavailable`.
// An empty reason makes the button usable again.
void SetUnavailable(const wxString &reason)
{
if (reason == m_unavailable)
return;
m_unavailable = reason;
SetToolTip(reason.empty() || m_tip.empty() ? m_tip : m_tip + "\n\n" + reason);
if (!m_unavailable.empty())
m_pressed = false; // a reason appearing mid-press cancels the press
Refresh();
}
// Replaces the plain tooltip, keeping whatever reason is currently appended to it.
void SetTip(const wxString &tip)
{
if (tip == m_tip)
return;
m_tip = tip;
SetToolTip(m_unavailable.empty() || m_tip.empty() ? m_tip : m_tip + "\n\n" + m_unavailable);
}
bool usable() const { return IsEnabled() && m_unavailable.empty(); }
protected:
wxSize DoGetBestSize() const override
@@ -1792,7 +1816,7 @@ private:
const PaneColors c = PaneColors::current();
const wxRect r = GetClientRect();
const wxColour teal(0x00, 0x96, 0x88);
const bool enabled = IsEnabled();
const bool enabled = usable();
wxColour fill = c.bg, border = c.frame, text = c.ink;
if (m_accent) {
@@ -1852,6 +1876,8 @@ private:
bool m_toggle = false;
bool m_accent = false;
int m_size_dip = 26;
wxString m_tip; // the tooltip without any m_unavailable reason appended
wxString m_unavailable; // non-empty: faded and unclickable, and why (see SetUnavailable())
bool m_on = false;
bool m_badge = false;
bool m_hover = false;
@@ -1897,6 +1923,9 @@ UVEditorPanel::UVEditorPanel(wxWindow *parent) : wxPanel(parent, wxID_ANY)
});
m_layer_name->SetMinSize(wxSize(FromDIP(30), -1));
m_tile = text(wxEmptyString, c.dim);
m_tile->SetToolTip(_L("The active layer's tile size: how much of the model one repeat of the texture covers. The "
"canvas is measured in tiles, so one grid cell is one repeat. Change it with Tiling in the "
"layer's settings."));
header->Add(m_thumb, 0, wxALIGN_CENTER_VERTICAL);
header->Add(m_layer_name, 1, wxALIGN_CENTER_VERTICAL | wxLEFT, gap);
header->Add(m_tile, 0, wxALIGN_CENTER_VERTICAL | wxLEFT, gap);
@@ -1950,9 +1979,19 @@ UVEditorPanel::UVEditorPanel(wxWindow *parent) : wxPanel(parent, wxID_ANY)
strip->Add(r, 0, wxALIGN_CENTER_HORIZONTAL | wxTOP, FromDIP(11));
strip->AddSpacer(FromDIP(7));
};
m_select[0] = tool(ID_UV_SELECT_ISLAND, "texture_displacement_uv_select_island", _L("Island - move, rotate and scale whole islands"), true);
m_select[1] = tool(ID_UV_SELECT_VERTEX, "texture_displacement_uv_select_vertex", _L("Vertex - drag vertices to reshape; Shift/Ctrl to multi-select"), true);
m_select[2] = tool(ID_UV_SELECT_EDGE, "texture_displacement_uv_select_edge", _L("Edge - drag edges to reshape; Shift/Ctrl to multi-select"), true);
m_select[0] = tool(ID_UV_SELECT_ISLAND, "texture_displacement_uv_select_island",
_L("Island - work on whole islands. Click one to select it, then drag to move it, right-drag to "
"rotate it, or press R to rotate and S to scale with the mouse (click or Enter to confirm, Esc "
"to cancel)."),
true);
m_select[1] = tool(ID_UV_SELECT_VERTEX, "texture_displacement_uv_select_vertex",
_L("Vertex - drag vertices to reshape an island by hand; Shift adds to the selection, Ctrl "
"toggles one in or out of it."),
true);
m_select[2] = tool(ID_UV_SELECT_EDGE, "texture_displacement_uv_select_edge",
_L("Edge - drag edges to reshape an island by hand; Shift adds to the selection, Ctrl toggles "
"one in or out of it."),
true);
strip_rule();
m_mark_seams = tool(ID_UV_MARK_SEAMS, "texture_displacement_uv_seam",
_L("Mark seams - click edges on the model to cut the unwrap along them. The edge under the cursor is "
@@ -1973,7 +2012,11 @@ UVEditorPanel::UVEditorPanel(wxWindow *parent) : wxPanel(parent, wxID_ANY)
m_clear_edits = tool(ID_UV_CLEAR_EDITS, "texture_displacement_uv_clear_edits",
_L("Clear UV edits - discard all manual vertex/edge moves and return the unwrap to its automatic shape"), false);
m_snap = tool(ID_UV_SNAP, "texture_displacement_uv_snap", _L("Snap - stick islands together when dragging one against another"), true);
m_frame = tool(ID_UV_FRAME, "texture_displacement_uv_frame", _L("Frame all islands (Home)"), false);
m_frame = tool(ID_UV_FRAME, "texture_displacement_uv_frame",
_L("Frame all islands, fitting every one of them in view (Home or F).\n"
"Elsewhere on the canvas: scroll to zoom around the cursor, and middle-drag - or drag empty space - "
"to pan."),
false);
strip->AddSpacer(FromDIP(4));
m_canvas = new UVEditorCanvas(this);
@@ -1984,6 +2027,7 @@ UVEditorPanel::UVEditorPanel(wxWindow *parent) : wxPanel(parent, wxID_ANY)
// ---- status line: the current gesture on the left, the unwrap summary on the right ----
m_status = text(wxEmptyString, c.dim, wxST_ELLIPSIZE_END);
m_status->SetToolTip(_L("What is selected, and the exact figures of the move, rotation or scale while you drag one."));
m_status->SetMinSize(wxSize(FromDIP(40), -1));
m_stats = text(wxEmptyString, c.dim);
auto *status = new wxBoxSizer(wxHORIZONTAL);
@@ -2059,19 +2103,25 @@ void UVEditorPanel::apply_state(const UVEditorCanvas::PaneState &s)
} else {
m_thumb->SetBitmap(wxNullBitmap);
}
m_thumb->Enable(s.has_layer);
// Every tool that cannot be used right now is faded with the reason appended to its tooltip, rather than
// being hard-disabled (which would hide the tooltip too - see UVToolButton::SetUnavailable()).
const wxString no_layer = s.has_layer ? wxString() :
_L("The pane follows the active texture layer, and that layer has to be mapped "
"with Unwrap (LSCM). Add a layer and set its Mapping to Unwrap.");
m_thumb->SetUnavailable(no_layer);
m_layer_name->SetToolTip(s.has_layer ? m_thumb->GetToolTipText() : no_layer);
for (int i = 0; i < 3; ++i) {
m_background[i]->SetValue(int(s.background) == i);
m_background[i]->Enable(s.has_layer);
m_background[i]->SetUnavailable(no_layer);
}
m_unwrap->Enable(s.has_layer);
m_unwrap->SetUnavailable(no_layer);
m_unwrap->SetBadge(s.unwrap_stale);
m_unwrap->SetToolTip(s.unwrap_stale ?
_L("Out of date - the paint, the seams or the seam angle changed since this unwrap was made. "
"Press to unwrap again.") :
_L("Flatten the painted area into UV islands. It is computed only when you press this, not on "
"every edit - so paint, change the seam angle or mark seams first, then press Unwrap."));
m_unwrap->SetTip(s.unwrap_stale ?
_L("Out of date - the paint, the seams or the seam angle changed since this unwrap was made. "
"Press to unwrap again.") :
_L("Flatten the painted area into UV islands. It is computed only when you press this, not on "
"every edit - so paint, change the seam angle or mark seams first, then press Unwrap."));
if (m_seam_angle->GetValue() != int(std::lround(s.seam_angle_deg)))
m_seam_angle->SetValue(int(std::lround(s.seam_angle_deg)));
@@ -2080,15 +2130,26 @@ void UVEditorPanel::apply_state(const UVEditorCanvas::PaneState &s)
m_connect->Enable(s.has_layer);
m_mark_seams->SetValue(s.mark_seams);
m_mark_seams->Enable(s.has_layer);
m_mark_seams->SetUnavailable(no_layer);
m_seam_path->SetValue(s.seam_path);
m_seam_path->Enable(s.has_layer && s.mark_seams);
m_clear_seams->Enable(s.has_layer && s.has_seams);
m_clear_edits->Enable(s.has_layer && s.has_uv_edits);
m_seam_path->SetUnavailable(!no_layer.empty() ? no_layer :
s.mark_seams ? wxString() :
_L("Turn Mark seams on first - Path is a quicker way of marking them."));
m_clear_seams->SetUnavailable(!no_layer.empty() ? no_layer :
s.has_seams ? wxString() :
_L("No seams are marked on this layer."));
m_clear_edits->SetUnavailable(!no_layer.empty() ? no_layer :
s.has_uv_edits ? wxString() :
_L("No islands have been reshaped by hand, so there is nothing to "
"discard."));
m_stats->SetLabel(s.unwrapped ? wxString::Format(_L("%d islands, %s faces"), s.island_count,
wxString(std::to_string(s.face_count))) :
wxString());
m_stats->SetToolTip(s.unwrapped ? _L("How the painted area came out of the unwrap: the number of separate pieces it "
"was cut into (at the seams and at edges sharper than the seam angle), and how "
"many triangles they hold in total.") :
wxString());
refresh_selection_tools();
if (relayout)
Layout();
@@ -2098,19 +2159,24 @@ void UVEditorPanel::refresh_selection_tools()
{
const bool has_islands = m_canvas->has_islands();
const int mode = int(m_canvas->select_mode());
// Faded rather than hard-disabled, so the tooltip still says what is missing (see apply_state()).
const wxString not_unwrapped = has_islands ? wxString() : _L("Press Unwrap first - there are no islands to work on yet.");
for (int i = 0; i < 3; ++i) {
m_select[i]->SetValue(i == mode);
m_select[i]->Enable(has_islands);
m_select[i]->SetUnavailable(not_unwrapped);
}
const bool island_picked = has_islands && m_canvas->select_mode() == UVEditorCanvas::SelectMode::Island &&
m_canvas->selected_island() >= 0;
m_avg_scale->Enable(has_islands);
m_cut->Enable(island_picked);
m_join->Enable(island_picked);
m_unjoin->Enable(island_picked);
m_snap->Enable(has_islands);
const wxString no_island = !not_unwrapped.empty() ? not_unwrapped :
island_picked ? wxString() :
_L("Click an island on the canvas first, in Island mode.");
m_avg_scale->SetUnavailable(not_unwrapped);
m_cut->SetUnavailable(no_island);
m_join->SetUnavailable(no_island);
m_unjoin->SetUnavailable(no_island);
m_snap->SetUnavailable(not_unwrapped);
m_snap->SetValue(m_canvas->snap_enabled());
m_frame->Enable(has_islands);
m_frame->SetUnavailable(not_unwrapped);
}
void UVEditorPanel::on_tool(wxCommandEvent &evt)