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Author SHA1 Message Date
Hanif Koh 4dd961d5b2 Refresh Dark Mode Colours When the System Theme Differs at Startup
On Linux and macOS the app follows the system theme: at startup it
overwrites the saved dark_color_mode with the system appearance. The label
colours and the cached dark mode flag were already set from the saved value
by then, and the later "changed" check reads the mode only after the
overwrite, so it never fires. For that session every dialog that maps its
colours through UpdateDlgDarkUI keeps the old mode, e.g. white dialogs on a
dark main window after switching the desktop to dark, or on a fresh install
on a dark desktop.

Refresh the label colours and the flag when the system theme differs from
the saved mode.
2026-10-12 15:10:56 +08:00
HanifKoh 4c2a63e11e Copy Plate Pick and Pattern File Paths When Loading a G-code 3MF (#16387)
The importer assigned pick_file.empty() and pattern_bbox_file.empty(), a bool, to the string fields, storing a one-character string instead of the path.
2026-10-12 14:14:28 +08:00
HanifKoh f8cf34c55b Reset the Fan Mover Instead of Releasing It (#16386)
Clearing per-export state called unique_ptr::release(), which gives up ownership without deleting. Every export uses a new GCode, so the pointer is still empty there today and nothing leaks; reset() states the intent and would free the object if a GCode were ever reused.
2026-10-12 13:42:19 +08:00
13 changed files with 138 additions and 541 deletions
@@ -72,21 +72,17 @@ varying float weight;
varying float island_active;
varying vec2 vertex_uv;
// The cylinder's own frame, built exactly as libslic3r's project_cylindrical() builds it - right
// handed, so the angle taken from it grows anticlockwise about the axis, which seen from outside the
// cylinder is to the viewer's right rather than mirrored.
// The cylinder's own frame, built exactly as libslic3r's project_cylindrical() builds it - including
// the handedness, which comes out left-handed for an axis of +Z. Copied rather than "corrected", so
// the preview wraps the texture the same way round as the bake.
void cylinder_frame(out vec3 up, out vec3 right, out vec3 fwd)
{
up = (length(patch_axis) > 1e-8) ? normalize(patch_axis) : vec3(0.0, 0.0, 1.0);
vec3 arbitrary = (abs(up.z) < 0.9) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
right = normalize(cross(up, arbitrary));
fwd = normalize(cross(up, right));
fwd = normalize(cross(right, up));
}
// Which side of a world plane a face is on, with zero counting as the positive side. Not GLSL's own
// sign(), which returns 0 there and would collapse the coordinate onto a line.
float box_face_sign(float n) { return n >= 0.0 ? 1.0 : -1.0; }
// The raw, millimetre-valued projection of `p` (a position in the texture frame), before the layer's
// tiling/rotation/aspect/offset - a term-for-term transcription of libslic3r's project_planar(),
// project_cylindrical() and project_spherical(). `n` is read by the planar mode only.
@@ -98,7 +94,7 @@ vec2 projection_raw(vec3 p, vec3 n)
vec3 rel = p - patch_center;
float x = dot(rel, right);
float y = dot(rel, fwd);
return vec2(atan(y, x) * sqrt(x * x + y * y), -dot(rel, up));
return vec2(atan(y, x) * sqrt(x * x + y * y), dot(rel, up));
}
if (projection_mode == 2) { // Spherical: (longitude, latitude) * radius
vec3 rel = p - patch_center;
@@ -106,18 +102,10 @@ vec2 projection_raw(vec3 p, vec3 n)
if (radius < 1e-8)
return vec2(0.0);
vec3 dir = rel / radius;
return vec2(atan(dir.y, dir.x), -asin(clamp(dir.z, -1.0, 1.0))) * radius;
return vec2(atan(dir.y, dir.x), asin(clamp(dir.z, -1.0, 1.0))) * radius;
}
// Triplanar: drop the dominant normal axis. v is negated so the image's first pixel row (v = 0)
// sits at the top of the model instead of upside down, and u is flipped on the far side of each
// plane so the two faces sharing it are not mirror images. libslic3r's box_plane_yz() and its two
// siblings, term for term.
vec3 an = abs(n);
if (an.x >= an.y && an.x >= an.z)
return vec2(box_face_sign(n.x) * p.y, -p.z);
if (an.y >= an.x && an.y >= an.z)
return vec2(-box_face_sign(n.y) * p.x, -p.z);
return vec2(box_face_sign(n.z) * p.x, -p.y);
vec3 an = abs(n); // Triplanar: drop the dominant normal axis
return (an.x >= an.y && an.x >= an.z) ? p.yz : ((an.y >= an.x && an.y >= an.z) ? p.xz : p.xy);
}
// The two surface directions projection_raw()'s u and v run along at `p`, plus how many raw units one
@@ -136,7 +124,7 @@ void projection_axes(vec3 p, vec3 n, out vec3 t, out vec3 b, out vec2 units_per_
vec2 xy = vec2(dot(rel, right), dot(rel, fwd));
float r = length(xy);
t = (r > 1e-6) ? (fwd * xy.x - right * xy.y) / r : right; // circumferential: u runs along it
b = -up; // v is the distance *against* the axis
b = up; // v is the distance along the axis
return;
}
if (projection_mode == 2) {
@@ -145,20 +133,20 @@ void projection_axes(vec3 p, vec3 n, out vec3 t, out vec3 b, out vec2 units_per_
vec3 dir = (r > 1e-8) ? rel / r : vec3(0.0, 0.0, 1.0);
float c = length(dir.xy); // cos(latitude)
t = (c > 1e-6) ? vec3(-dir.y, dir.x, 0.0) / c : vec3(1.0, 0.0, 0.0);
b = -cross(dir, t); // v grows away from the pole, unit length
b = cross(dir, t); // increasing latitude, unit length
units_per_mm = vec2(1.0 / max(c, 1e-3), 1.0);
return;
}
vec3 an = abs(n); // the same signed basis projection_raw() uses
if (an.x >= an.y && an.x >= an.z) { // planar = (+-y, -z)
t = vec3(0.0, box_face_sign(n.x), 0.0);
b = vec3(0.0, 0.0, -1.0);
} else if (an.y >= an.x && an.y >= an.z) { // planar = (+-x, -z)
t = vec3(-box_face_sign(n.y), 0.0, 0.0);
b = vec3(0.0, 0.0, -1.0);
} else { // planar = (+-x, -y)
t = vec3(box_face_sign(n.z), 0.0, 0.0);
b = vec3(0.0, -1.0, 0.0);
vec3 an = abs(n);
if (an.x >= an.y && an.x >= an.z) { // planar = p.yz
t = vec3(0.0, 1.0, 0.0);
b = vec3(0.0, 0.0, 1.0);
} else if (an.y >= an.x && an.y >= an.z) { // planar = p.xz
t = vec3(1.0, 0.0, 0.0);
b = vec3(0.0, 0.0, 1.0);
} else { // planar = p.xy
t = vec3(1.0, 0.0, 0.0);
b = vec3(0.0, 1.0, 0.0);
}
}
@@ -36,20 +36,14 @@ varying vec4 world_pos;
varying float distortion;
varying vec2 vertex_uv;
// Right handed (up x right), like libslic3r's project_cylindrical(), so the angle taken from it grows
// anticlockwise about the axis - to the viewer's right when seen from outside the cylinder.
void cylinder_frame(out vec3 up, out vec3 right, out vec3 fwd)
{
up = (length(patch_axis) > 1e-8) ? normalize(patch_axis) : vec3(0.0, 0.0, 1.0);
vec3 arbitrary = (abs(up.z) < 0.9) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
right = normalize(cross(up, arbitrary));
fwd = normalize(cross(up, right));
fwd = normalize(cross(right, up));
}
// Which side of a world plane a face is on, with zero counting as the positive side. Not GLSL's own
// sign(), which returns 0 there and would collapse the coordinate onto a line.
float box_face_sign(float n) { return n >= 0.0 ? 1.0 : -1.0; }
// Term for term libslic3r's project_planar() / project_cylindrical() / project_spherical(), in mm.
vec2 projection_raw(vec3 p, vec3 n)
{
@@ -59,7 +53,7 @@ vec2 projection_raw(vec3 p, vec3 n)
vec3 rel = p - patch_center;
float x = dot(rel, right);
float y = dot(rel, fwd);
return vec2(atan(y, x) * sqrt(x * x + y * y), -dot(rel, up));
return vec2(atan(y, x) * sqrt(x * x + y * y), dot(rel, up));
}
if (projection_mode == 2) {
vec3 rel = p - patch_center;
@@ -67,16 +61,10 @@ vec2 projection_raw(vec3 p, vec3 n)
if (radius < 1e-8)
return vec2(0.0);
vec3 dir = rel / radius;
return vec2(atan(dir.y, dir.x), -asin(clamp(dir.z, -1.0, 1.0))) * radius;
return vec2(atan(dir.y, dir.x), asin(clamp(dir.z, -1.0, 1.0))) * radius;
}
// v negated so the image's first pixel row sits at the top of the model, u flipped on the far side
// of each plane so the two faces sharing it are not mirror images - see libslic3r's box_plane_yz().
vec3 an = abs(n);
if (an.x >= an.y && an.x >= an.z)
return vec2(box_face_sign(n.x) * p.y, -p.z);
if (an.y >= an.x && an.y >= an.z)
return vec2(-box_face_sign(n.y) * p.x, -p.z);
return vec2(box_face_sign(n.z) * p.x, -p.y);
return (an.x >= an.y && an.x >= an.z) ? p.yz : ((an.y >= an.x && an.y >= an.z) ? p.xz : p.xy);
}
vec2 project_uv(vec3 p, vec3 n)
@@ -138,21 +138,17 @@ in vec2 vertex_uv;
out vec4 out_color;
// The cylinder's own frame, built exactly as libslic3r's project_cylindrical() builds it - right
// handed, so the angle taken from it grows anticlockwise about the axis, which seen from outside the
// cylinder is to the viewer's right rather than mirrored.
// The cylinder's own frame, built exactly as libslic3r's project_cylindrical() builds it - including
// the handedness, which comes out left-handed for an axis of +Z. Copied rather than "corrected", so
// the preview wraps the texture the same way round as the bake.
void cylinder_frame(out vec3 up, out vec3 right, out vec3 fwd)
{
up = (length(patch_axis) > 1e-8) ? normalize(patch_axis) : vec3(0.0, 0.0, 1.0);
vec3 arbitrary = (abs(up.z) < 0.9) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
right = normalize(cross(up, arbitrary));
fwd = normalize(cross(up, right));
fwd = normalize(cross(right, up));
}
// Which side of a world plane a face is on, with zero counting as the positive side. Not GLSL's own
// sign(), which returns 0 there and would collapse the coordinate onto a line.
float box_face_sign(float n) { return n >= 0.0 ? 1.0 : -1.0; }
// The raw, millimetre-valued projection of `p` (a position in the texture frame), before the layer's
// tiling/rotation/aspect/offset - a term-for-term transcription of libslic3r's project_planar(),
// project_cylindrical() and project_spherical(). `n` is read by the planar mode only.
@@ -164,7 +160,7 @@ vec2 projection_raw(vec3 p, vec3 n)
vec3 rel = p - patch_center;
float x = dot(rel, right);
float y = dot(rel, fwd);
return vec2(atan(y, x) * sqrt(x * x + y * y), -dot(rel, up));
return vec2(atan(y, x) * sqrt(x * x + y * y), dot(rel, up));
}
if (projection_mode == 2) { // Spherical: (longitude, latitude) * radius
vec3 rel = p - patch_center;
@@ -172,18 +168,10 @@ vec2 projection_raw(vec3 p, vec3 n)
if (radius < 1e-8)
return vec2(0.0);
vec3 dir = rel / radius;
return vec2(atan(dir.y, dir.x), -asin(clamp(dir.z, -1.0, 1.0))) * radius;
return vec2(atan(dir.y, dir.x), asin(clamp(dir.z, -1.0, 1.0))) * radius;
}
// Triplanar: drop the dominant normal axis. v is negated so the image's first pixel row (v = 0)
// sits at the top of the model instead of upside down, and u is flipped on the far side of each
// plane so the two faces sharing it are not mirror images. libslic3r's box_plane_yz() and its two
// siblings, term for term.
vec3 an = abs(n);
if (an.x >= an.y && an.x >= an.z)
return vec2(box_face_sign(n.x) * p.y, -p.z);
if (an.y >= an.x && an.y >= an.z)
return vec2(-box_face_sign(n.y) * p.x, -p.z);
return vec2(box_face_sign(n.z) * p.x, -p.y);
vec3 an = abs(n); // Triplanar: drop the dominant normal axis
return (an.x >= an.y && an.x >= an.z) ? p.yz : ((an.y >= an.x && an.y >= an.z) ? p.xz : p.xy);
}
// The two surface directions projection_raw()'s u and v run along at `p`, plus how many raw units one
@@ -202,7 +190,7 @@ void projection_axes(vec3 p, vec3 n, out vec3 t, out vec3 b, out vec2 units_per_
vec2 xy = vec2(dot(rel, right), dot(rel, fwd));
float r = length(xy);
t = (r > 1e-6) ? (fwd * xy.x - right * xy.y) / r : right; // circumferential: u runs along it
b = -up; // v is the distance *against* the axis
b = up; // v is the distance along the axis
return;
}
if (projection_mode == 2) {
@@ -211,20 +199,20 @@ void projection_axes(vec3 p, vec3 n, out vec3 t, out vec3 b, out vec2 units_per_
vec3 dir = (r > 1e-8) ? rel / r : vec3(0.0, 0.0, 1.0);
float c = length(dir.xy); // cos(latitude)
t = (c > 1e-6) ? vec3(-dir.y, dir.x, 0.0) / c : vec3(1.0, 0.0, 0.0);
b = -cross(dir, t); // v grows away from the pole, unit length
b = cross(dir, t); // increasing latitude, unit length
units_per_mm = vec2(1.0 / max(c, 1e-3), 1.0);
return;
}
vec3 an = abs(n); // the same signed basis projection_raw() uses
if (an.x >= an.y && an.x >= an.z) { // planar = (+-y, -z)
t = vec3(0.0, box_face_sign(n.x), 0.0);
b = vec3(0.0, 0.0, -1.0);
} else if (an.y >= an.x && an.y >= an.z) { // planar = (+-x, -z)
t = vec3(-box_face_sign(n.y), 0.0, 0.0);
b = vec3(0.0, 0.0, -1.0);
} else { // planar = (+-x, -y)
t = vec3(box_face_sign(n.z), 0.0, 0.0);
b = vec3(0.0, -1.0, 0.0);
vec3 an = abs(n);
if (an.x >= an.y && an.x >= an.z) { // planar = p.yz
t = vec3(0.0, 1.0, 0.0);
b = vec3(0.0, 0.0, 1.0);
} else if (an.y >= an.x && an.y >= an.z) { // planar = p.xz
t = vec3(1.0, 0.0, 0.0);
b = vec3(0.0, 0.0, 1.0);
} else { // planar = p.xy
t = vec3(1.0, 0.0, 0.0);
b = vec3(0.0, 1.0, 0.0);
}
}
@@ -47,20 +47,14 @@ in vec2 vertex_uv;
out vec4 out_color;
// Right handed (up x right), like libslic3r's project_cylindrical(), so the angle taken from it grows
// anticlockwise about the axis - to the viewer's right when seen from outside the cylinder.
void cylinder_frame(out vec3 up, out vec3 right, out vec3 fwd)
{
up = (length(patch_axis) > 1e-8) ? normalize(patch_axis) : vec3(0.0, 0.0, 1.0);
vec3 arbitrary = (abs(up.z) < 0.9) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
right = normalize(cross(up, arbitrary));
fwd = normalize(cross(up, right));
fwd = normalize(cross(right, up));
}
// Which side of a world plane a face is on, with zero counting as the positive side. Not GLSL's own
// sign(), which returns 0 there and would collapse the coordinate onto a line.
float box_face_sign(float n) { return n >= 0.0 ? 1.0 : -1.0; }
// Term for term libslic3r's project_planar() / project_cylindrical() / project_spherical(), in mm.
vec2 projection_raw(vec3 p, vec3 n)
{
@@ -70,7 +64,7 @@ vec2 projection_raw(vec3 p, vec3 n)
vec3 rel = p - patch_center;
float x = dot(rel, right);
float y = dot(rel, fwd);
return vec2(atan(y, x) * sqrt(x * x + y * y), -dot(rel, up));
return vec2(atan(y, x) * sqrt(x * x + y * y), dot(rel, up));
}
if (projection_mode == 2) {
vec3 rel = p - patch_center;
@@ -78,16 +72,10 @@ vec2 projection_raw(vec3 p, vec3 n)
if (radius < 1e-8)
return vec2(0.0);
vec3 dir = rel / radius;
return vec2(atan(dir.y, dir.x), -asin(clamp(dir.z, -1.0, 1.0))) * radius;
return vec2(atan(dir.y, dir.x), asin(clamp(dir.z, -1.0, 1.0))) * radius;
}
// v negated so the image's first pixel row sits at the top of the model, u flipped on the far side
// of each plane so the two faces sharing it are not mirror images - see libslic3r's box_plane_yz().
vec3 an = abs(n);
if (an.x >= an.y && an.x >= an.z)
return vec2(box_face_sign(n.x) * p.y, -p.z);
if (an.y >= an.x && an.y >= an.z)
return vec2(-box_face_sign(n.y) * p.x, -p.z);
return vec2(box_face_sign(n.z) * p.x, -p.y);
return (an.x >= an.y && an.x >= an.z) ? p.yz : ((an.y >= an.x && an.y >= an.z) ? p.xz : p.xy);
}
vec2 project_uv(vec3 p, vec3 n)
+2 -2
View File
@@ -1729,8 +1729,8 @@ void PlateData::parse_filament_info(GCodeProcessorResult *result)
//plate->pattern_file = it->second->pattern_file;
plate->no_light_thumbnail_file = it->second->no_light_thumbnail_file;
plate->top_file = it->second->top_file;
plate->pick_file = it->second->pick_file.empty();
plate->pattern_bbox_file = it->second->pattern_bbox_file.empty();
plate->pick_file = it->second->pick_file;
plate->pattern_bbox_file = it->second->pattern_bbox_file;
plate->config = it->second->config;
if (!plate->thumbnail_file.empty())
+1 -1
View File
@@ -3295,7 +3295,7 @@ void GCode::_do_export(Print& print, GCodeOutputStream &file, ThumbnailsGenerato
m_is_role_based_fan_on.fill(false);
m_role_based_fan_marker_layer.fill(-1);
m_fan_mover.release();
m_fan_mover.reset();
m_ordering_cache.clear();
// Belt printer: initialize belt-specific writer via virtual hook.
+23 -102
View File
@@ -491,57 +491,6 @@ V2Resolution recommend_v2_resolution(const indexed_triangle_set
return out;
}
namespace {
// Which side of a world plane a face is on, with an exactly zero component counted as the positive
// side. The tie never shows: a normal component of zero carries zero tri-planar blend weight (see
// triplanar_weights()), so the plane it orients contributes nothing at that point.
inline float box_face_sign(float n) { return n >= 0.f ? 1.f : -1.f; }
// The box projection's 2D basis for one of the three world planes, oriented the way a viewer
// standing outside the model sees that face.
//
// v runs *down* the image, because that is what v means to the sampler: v = 0 is the texture's first
// pixel row, i.e. its top (DecodedHeightTexture::sample(); the UV editor negates Y on screen for the
// same reason, see UVEditorCanvas::render()). So v = -z on the four upright planes and v = -y on the
// horizontal one, which is what puts the top of an image at the top of the model rather than
// upside down.
//
// u then has to depend on which *side* of the plane the face is on, or one of the two faces sharing
// a plane comes out left-right mirrored: with a single u per plane, a portrait image reads upright on
// +X and 180 degrees round on -X. Fixing that is the sign below, chosen so that u x v == -normal,
// i.e. (right, down, into the surface) is right-handed for a viewer outside:
//
// face u v face u v face u v
// +X +y -z +Y -x -z +Z +x -y
// -X -y -z -Y +x -z -Z -x -y
//
// The sign flips where its own normal component crosses zero, and the blend weight of the plane it
// belongs to is exactly zero there, so the blended tri-planar sum stays continuous across the flip -
// it is not a return of the hard axis switch described on TextureProjectionMethod::Triplanar.
inline Vec2f box_plane_yz(const Vec3f &p, float nx) { return Vec2f(box_face_sign(nx) * p.y(), -p.z()); }
inline Vec2f box_plane_xz(const Vec3f &p, float ny) { return Vec2f(-box_face_sign(ny) * p.x(), -p.z()); }
inline Vec2f box_plane_xy(const Vec3f &p, float nz) { return Vec2f(box_face_sign(nz) * p.x(), -p.y()); }
} // namespace
void box_projection_axes(const Vec3f &normal, Vec3f &u_axis, Vec3f &v_axis)
{
// The same table as box_plane_yz()/box_plane_xz()/box_plane_xy(), handed out as a pair of world
// directions for the plane the normal is closest to. Two shapes of one table, because the bake's
// hot path wants the closed form and the GUI wants the axes; the test suite checks them against
// each other so they cannot drift apart.
const Vec3f n = normal.cwiseAbs();
if (n.x() >= n.y() && n.x() >= n.z()) {
u_axis = box_face_sign(normal.x()) * Vec3f::UnitY();
v_axis = -Vec3f::UnitZ();
} else if (n.y() >= n.x() && n.y() >= n.z()) {
u_axis = -box_face_sign(normal.y()) * Vec3f::UnitX();
v_axis = -Vec3f::UnitZ();
} else {
u_axis = box_face_sign(normal.z()) * Vec3f::UnitX();
v_axis = -Vec3f::UnitY();
}
}
Vec2f project_planar(const Vec3f &position, const Vec3f &normal)
{
// Planar-project onto the two axes orthogonal to the dominant component of `normal`. Called
@@ -552,26 +501,23 @@ Vec2f project_planar(const Vec3f &position, const Vec3f &normal)
// other face in the same patch - exactly the bug an earlier version of this feature had).
const Vec3f n = normal.cwiseAbs();
if (n.x() >= n.y() && n.x() >= n.z())
return box_plane_yz(position, normal.x());
return Vec2f(position.y(), position.z());
if (n.y() >= n.x() && n.y() >= n.z())
return box_plane_xz(position, normal.y());
return box_plane_xy(position, normal.z());
return Vec2f(position.x(), position.z());
return Vec2f(position.x(), position.y());
}
namespace {
// Wrapped around patch_axis, centered at patch_center. u is the arc length (mm) around the axis at
// this point's own radius, v is the distance along the axis, measured *against* it - a reasonable
// approximation for roughly cylindrical selections, not an exact fit for arbitrary geometry.
// this point's own radius, v is the signed distance along the axis - a reasonable approximation
// for roughly cylindrical selections, not an exact fit for arbitrary geometry.
Vec2f project_cylindrical(const Vec3f &position, const Vec3f &patch_center, const Vec3f &patch_axis)
{
Vec3f up = patch_axis;
up = (up.norm() > 1e-8f) ? Vec3f(up.normalized()) : Vec3f::UnitZ();
const Vec3f arbitrary = (std::abs(up.dot(Vec3f::UnitZ())) < 0.9f) ? Vec3f::UnitZ() : Vec3f::UnitX();
const Vec3f right = Vec3f(up.cross(arbitrary).normalized());
// up x right, not right x up: that makes (right, fwd, up) right-handed, so the angle below grows
// anticlockwise about the axis - which, seen from outside the cylinder, is to the viewer's right.
// The other way round the texture wraps on mirrored, as if seen through the model from behind.
const Vec3f fwd = Vec3f(up.cross(right).normalized());
const Vec3f fwd = Vec3f(right.cross(up).normalized());
const Vec3f rel = position - patch_center;
const float along_axis = rel.dot(up);
@@ -580,9 +526,7 @@ Vec2f project_cylindrical(const Vec3f &position, const Vec3f &patch_center, cons
const float radius = std::sqrt(x * x + y * y);
const float angle = std::atan2(y, x);
// Negated, like every other projection's v: v = 0 is the texture's top row, so v has to grow
// *down* the axis for the top of the image to sit at the top of the model.
return Vec2f(angle * radius, -along_axis);
return Vec2f(angle * radius, along_axis);
}
// Longitude/latitude around patch_center. u/v are scaled by this point's own distance from the
@@ -598,9 +542,7 @@ Vec2f project_spherical(const Vec3f &position, const Vec3f &patch_center)
const Vec3f dir = rel / radius;
const float longitude = std::atan2(dir.y(), dir.x());
const float latitude = std::asin(std::clamp(dir.z(), -1.f, 1.f));
// Longitude already grows to the right as seen from outside; latitude grows toward the north
// pole, so it is negated to put the image's top row (v = 0) at the top of the model.
return Vec2f(longitude, -latitude) * radius;
return Vec2f(longitude, latitude) * radius;
}
// CGAL's LSCM parameterizer expects a clean mesh with no isolated (unreferenced) vertices - but
@@ -895,26 +837,9 @@ std::vector<int> segment_into_charts(const indexed_triangle_set &mesh, const std
// solve at all, and why this also serves as the fallback for a chart LSCM cannot handle.
std::vector<Vec2f> project_to_tangent_plane(const indexed_triangle_set &chart, const Vec3f &normal)
{
// Oriented like the box projection (see box_projection_axes()), so a chart reads the right way up
// and unmirrored instead of being flattened to whichever basis a cross product happened to give.
// For a chart whose normal *is* a world axis - a cube face, which is the common case once the
// seam angle has cut the patch along its sharp edges - this is exactly the box basis, so such a
// face unwraps to the same orientation Triplanar would have given it.
Vec3f u, v;
box_projection_axes(normal, u, v);
// The box axes lie in the tangent plane already when the normal is a world axis; for any other
// normal, u is squared up against it and v follows. u x v == -normal keeps the chart the way
// round a viewer outside the model sees it (a plain normal x u would mirror it).
u = u - normal * normal.dot(u);
if (u.norm() <= 1e-6f) {
// Out of reach for a unit normal - the box basis puts u perpendicular to the normal's own
// dominant axis, so the two can never be within 45 degrees of each other - but a caller
// handing over an unnormalized normal should still get a usable basis rather than a NaN.
const Vec3f seed = (std::abs(normal.z()) < 0.9f) ? Vec3f::UnitZ() : Vec3f::UnitX();
u = seed.cross(normal);
}
u = Vec3f(u.normalized());
v = Vec3f(u.cross(normal).normalized());
const Vec3f seed = (std::abs(normal.z()) < 0.9f) ? Vec3f::UnitZ() : Vec3f::UnitX();
const Vec3f u = Vec3f(seed.cross(normal).normalized());
const Vec3f v = Vec3f(normal.cross(u).normalized());
std::vector<Vec2f> uvs(chart.vertices.size());
for (size_t i = 0; i < chart.vertices.size(); ++i)
@@ -1889,10 +1814,8 @@ float sample_layer_height(const DecodedHeightTexture &texture, const TextureDisp
return texture.sample(uv, layer.tile_enabled, layer.tile_method);
}
// Flat projection onto the captured projector plane. Single-valued per point, so unlike
// blended triplanar it is one sample, and it is what "project from view" places. The
// projector's up axis is negated because v runs *down* the image (v = 0 is its first pixel
// row), the same reason the projective branch above measures window y downward.
return sample_at(Vec2f(position.dot(layer.view_project_right), -position.dot(layer.view_project_up)));
// blended triplanar it is one sample, and it is what "project from view" places.
return sample_at(Vec2f(position.dot(layer.view_project_right), position.dot(layer.view_project_up)));
case TextureProjectionMethod::LSCM: // no usable unwrap for this patch - fall back to Triplanar
case TextureProjectionMethod::Triplanar:
default: break;
@@ -1907,15 +1830,14 @@ float sample_layer_height(const DecodedHeightTexture &texture, const TextureDisp
const float w_sum = w.x() + w.y() + w.z();
if (w_sum < 1e-8f)
// Degenerate normal: no axis is meaningfully dominant, so no blend is meaningful either.
return sample_at(box_plane_xy(position, normal.z()));
return sample_at(Vec2f(position.x(), position.y()));
w /= w_sum;
// Each plane drops the axis it is named for and is oriented for the side of that plane the normal
// points to, matching project_planar()'s own convention (which the GUI's on-canvas placement
// gizmo also relies on). See box_plane_yz() for why the orientation is not simply (y, z).
return w.x() * sample_at(box_plane_yz(position, normal.x())) +
w.y() * sample_at(box_plane_xz(position, normal.y())) +
w.z() * sample_at(box_plane_xy(position, normal.z()));
// Each plane drops the axis it is named for, matching project_planar()'s own convention (which
// the GUI's on-canvas placement gizmo also relies on).
return w.x() * sample_at(Vec2f(position.y(), position.z())) +
w.y() * sample_at(Vec2f(position.x(), position.z())) +
w.z() * sample_at(Vec2f(position.x(), position.y()));
}
bool sample_layer_color(const DecodedHeightTexture &texture, const TextureDisplacementLayer &layer,
@@ -1977,8 +1899,7 @@ bool sample_layer_color(const DecodedHeightTexture &texture, const TextureDispla
out = texture.sample_color(uv, layer.tile_enabled, layer.tile_method);
return true;
} else {
// Negated up, exactly as sample_layer_height() does it.
const Vec2f p(position.dot(layer.view_project_right), -position.dot(layer.view_project_up));
const Vec2f p(position.dot(layer.view_project_right), position.dot(layer.view_project_up));
if (!covered(p))
return false;
out = sample_at(p);
@@ -1994,7 +1915,7 @@ bool sample_layer_color(const DecodedHeightTexture &texture, const TextureDispla
Vec3f w = triplanar_weights(normal);
const float w_sum = w.x() + w.y() + w.z();
if (w_sum < 1e-8f) {
const Vec2f p = box_plane_xy(position, normal.z());
const Vec2f p(position.x(), position.y());
if (!covered(p))
return false;
out = sample_at(p);
@@ -2005,8 +1926,8 @@ bool sample_layer_color(const DecodedHeightTexture &texture, const TextureDispla
// A blend of three planes is only "not covered" where *every* contributing plane is outside the
// placement; where some are, the covered ones are renormalised so the colour does not fade toward
// black at the edge of an untiled tri-planar layer.
const std::array<Vec2f, 3> planes = { box_plane_yz(position, normal.x()), box_plane_xz(position, normal.y()),
box_plane_xy(position, normal.z()) };
const std::array<Vec2f, 3> planes = { Vec2f(position.y(), position.z()), Vec2f(position.x(), position.z()),
Vec2f(position.x(), position.y()) };
Vec3f acc = Vec3f::Zero();
float acc_w = 0.f;
for (int i = 0; i < 3; ++i)
+4 -17
View File
@@ -524,24 +524,11 @@ struct TextureColorSettings
bool empty() const { return palette.empty(); }
};
// The two world directions the box projection takes its u and v along on a face whose outward
// normal is `normal`: the plane is the one that normal is closest to, and the pair is oriented as a
// viewer standing outside the model sees it - u to their right, v *down* the image, which is the
// direction v runs in the texture (v = 0 is the image's first pixel row, see
// DecodedHeightTexture::sample()). So an image comes out the way it looks in a file manager rather
// than upside down, and it is not mirrored on the three faces facing the other way.
//
// Exposed because the GUI needs the same basis for the on-canvas "adjust texture placement" gizmo
// (its ring's zero angle and its offset handle's plane), and it must not be a second, drifting copy
// of the table.
void box_projection_axes(const Vec3f &normal, Vec3f &u_axis, Vec3f &v_axis);
// Raw dominant-axis planar projection of `position` (in mm, not yet scaled/rotated/offset by any
// layer), dropping the axis position that best aligns with `normal`. Equivalent to projecting onto
// box_projection_axes()' pair. Exposed on its own (rather than only inline inside
// project_texture_displacement_uv()) so GUI code - the on-canvas "adjust texture placement" gizmo -
// can map a dragged 3D point into the exact same 2D space tiling_scale/rotation_deg/offset operate
// in, without duplicating the axis-selection logic.
// layer), dropping the axis position that best aligns with `normal`. Exposed on its own (rather
// than only inline inside project_texture_displacement_uv()) so GUI code - the on-canvas
// "adjust texture placement" gizmo - can map a dragged 3D point into the exact same 2D space
// tiling_scale/rotation_deg/offset operate in, without duplicating the axis-selection logic.
Vec2f project_planar(const Vec3f &position, const Vec3f &normal);
// Applies a layer's tiling_scale/rotation_deg/offset to an already-projected planar coordinate
+7
View File
@@ -3232,9 +3232,16 @@ 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__
@@ -1252,9 +1252,8 @@ std::vector<Vec2f> GLGizmoTextureDisplacement::compute_layer_vertex_uvs(const in
uv[vi] = Vec2f(-1e6f, -1e6f);
continue;
}
// Negated up, as sample_layer_height()'s affine branch has it: v runs down the image.
const Vec2f planar(patch.vertices[vi].dot(layer.view_project_right),
-patch.vertices[vi].dot(layer.view_project_up));
patch.vertices[vi].dot(layer.view_project_up));
uv[vi] = apply_uv_transform(planar, layer, aspect);
}
return uv;
@@ -3293,10 +3292,19 @@ Vec3f GLGizmoTextureDisplacement::adjust_handle_center(const TextureDisplacement
void GLGizmoTextureDisplacement::adjust_tangent_basis(Vec3f &u_axis, Vec3f &v_axis) const
{
// libslic3r's own basis, asked for rather than restated here, so the ring's "0 degrees" and the
// offset handle's plane always agree with what project_texture_displacement_uv() does - including
// v pointing *down* the texture and u flipping on the far side of each plane.
box_projection_axes(m_adjust_anchor_normal, u_axis, v_axis);
// Mirrors project_planar()'s own dominant-axis choice exactly, so the ring's "0 degrees" and
// the offset handle's plane always agree with what project_texture_displacement_uv() does.
const Vec3f n = m_adjust_anchor_normal.cwiseAbs();
if (n.x() >= n.y() && n.x() >= n.z()) {
u_axis = Vec3f::UnitY();
v_axis = Vec3f::UnitZ();
} else if (n.y() >= n.x() && n.y() >= n.z()) {
u_axis = Vec3f::UnitX();
v_axis = Vec3f::UnitZ();
} else {
u_axis = Vec3f::UnitX();
v_axis = Vec3f::UnitY();
}
}
void GLGizmoTextureDisplacement::render_adjust_texture_gizmo()
@@ -423,8 +423,8 @@ private:
// obvious whether the next stroke adds paint (default) or erases it (Shift). Uses ImGui's
// foreground draw list, so it must be called from inside the gizmo's ImGui frame.
void render_paint_cursor_hint();
// Mesh-local tangent-plane basis at m_adjust_anchor_normal: box_projection_axes(), so dragging
// on-canvas maps consistently onto offset whichever face the anchor is on.
// Mesh-local tangent-plane basis at m_adjust_anchor_normal, matching project_planar()'s
// dominant-axis convention so dragging on-canvas maps consistently onto offset.
void adjust_tangent_basis(Vec3f &u_axis, Vec3f &v_axis) const;
// The plane a drag is measured against: the paint patch's anchor, lifted clear of the surface.
+37
View File
@@ -2043,3 +2043,40 @@ TEST_CASE("3MF XML entries declaring more than an int can hold fail to load", "[
CHECK_FALSE(parser.check_3mf_from_prusa(path));
}
}
TEST_CASE("Loading a gcode.3mf from a stream keeps the plate's pick and pattern file paths", "[3mf][Regression]")
{
Model model;
REQUIRE(load_stl((std::string(TEST_DATA_DIR) + "/test_3mf/Prusa.stl").c_str(), &model));
model.add_default_instances();
ScopedTemporaryDir backup_dir("orca_pick");
model.set_backup_path(backup_dir.string());
DynamicPrintConfig config = DynamicPrintConfig::full_print_config();
auto plate = std::make_unique<PlateData>();
plate->plate_index = 0;
plate->pick_file = (backup_dir.path() / "pick.png").string();
plate->pattern_bbox_file = (backup_dir.path() / "plate.json").string();
ScopedTemporaryFile temp(".3mf");
const std::string test_file = temp.string();
StoreParams store_params;
store_params.path = test_file.c_str();
store_params.model = &model;
store_params.config = &config;
store_params.plate_data_list.push_back(plate.get());
store_params.strategy = SaveStrategy::Zip64 | SaveStrategy::Silence;
REQUIRE(store_bbs_3mf(store_params));
boost::nowide::ifstream in(test_file, std::ios::binary);
Model dst_model;
DynamicPrintConfig dst_config;
PlateDataPtrs dst_plates;
Semver file_version;
dst_model.set_backup_path(backup_dir.string());
REQUIRE(load_gcode_3mf_from_stream(in, &dst_config, &dst_model, &dst_plates, &file_version));
REQUIRE(dst_plates.size() == 1);
CHECK(dst_plates.front()->pick_file == "Metadata/pick_1.png");
CHECK(dst_plates.front()->pattern_bbox_file == "Metadata/plate_1.json");
release_PlateData_list(dst_plates);
}
@@ -2174,318 +2174,3 @@ TEST_CASE("whether a layer's texture has colour agrees with its decode", "[Textu
CHECK_FALSE(height_texture_has_color(TextureDisplacementLayer{}));
}
// ---------------------------------------------------------------------------------------------
// UV orientation: which way up a texture lands on the model.
//
// v = 0 is the height map's *first* pixel row, i.e. its top (DecodedHeightTexture::sample(), and
// the UV editor negates Y on screen for the same reason). So "the image is the right way up" is the
// statement that the row a point samples gets *lower* as the point moves up the face, and "it is
// not left-right mirrored" is that the column gets higher as the point moves to the right of a
// viewer standing outside the model. Both are measured below by sampling a ramp whose value says
// which row (or column) it came from, which settles the question without having to reason about the
// uv transform at all.
static constexpr int RAMP_N = 64; // the ramp texture's size, in texels
static constexpr float RAMP_TILING = 40.f; // mm per tile
static constexpr float CUBE_HALF = 5.f; // half extent of the cube the probes walk over
// How far a probe steps off a face centre. Short on purpose: the cylindrical and spherical u is an
// arc length (angle * radius), so a long step also changes the radius, and that term swamps the
// angular one. It is symmetric about the face centre, so at a short step it cancels between the two
// readings a check compares.
static constexpr float RAMP_STEP = 1.f;
// What one step's worth of travel is in ramp rows: 2 * RAMP_STEP mm of separation, RAMP_N texels per
// RAMP_TILING mm. Halved as the margin a check demands, so "flat" cannot pass as either direction.
static constexpr double RAMP_MARGIN = RAMP_N * RAMP_STEP / RAMP_TILING;
// A height map whose rows (or columns) carry a linear ramp: row r holds 3 + 4r, so the sampled
// height identifies the row. Built directly rather than through a PNG because these tests are about
// the projection, not the decoder - decode_height_texture() has its own tests.
static DecodedHeightTexture ramp_texture(bool by_row)
{
DecodedHeightTexture t;
t.width = t.height = RAMP_N;
t.pixels.resize(size_t(RAMP_N) * size_t(RAMP_N));
for (int y = 0; y < RAMP_N; ++y)
for (int x = 0; x < RAMP_N; ++x)
t.pixels[size_t(y) * size_t(RAMP_N) + size_t(x)] = uint8_t(3 + 4 * (by_row ? y : x));
return t;
}
// uv 0.5 at the cube's centre, and a tile wide enough that every point the probes visit stays well
// inside the one tile - so no reading is a wrapped-around neighbour of the one it is compared with.
static TextureDisplacementLayer ramp_layer(TextureProjectionMethod method)
{
TextureDisplacementLayer layer;
layer.projection_method = method;
layer.tiling_scale = RAMP_TILING;
layer.offset = Vec2f(0.5f, 0.5f);
layer.depth_mm = 1.f;
return layer;
}
// Which row (or column) of `ramp` the layer reads at `p`. Fractional, because a point between two
// texels reads the ramp between them; only the direction it moves in matters here.
static double ramp_index(const DecodedHeightTexture &ramp, const TextureDisplacementLayer &layer, const Vec3f &p,
const Vec3f &n, const Vec3f &center = Vec3f(Vec3f::Zero()),
const Vec3f &axis = Vec3f(Vec3f::UnitZ()))
{
return (double(sample_layer_height(ramp, layer, p, n, center, axis, nullptr)) * 255.0 - 3.0) / 4.0;
}
// How a viewer standing outside the model sees a face: their right, and their up. Up is world +Z on
// the four upright faces; on the top and bottom, where +Z is edge on, it is world +Y.
static void outside_viewer_frame(const Vec3f &n, Vec3f &right, Vec3f &up)
{
up = (std::abs(n.z()) < 0.9f) ? Vec3f(0.f, 0.f, 1.f) : Vec3f(0.f, 1.f, 0.f);
right = Vec3f((-n).cross(up).normalized());
}
static const std::array<std::pair<const char *, Vec3f>, 6> CUBE_FACES = { {
{ "+X", Vec3f(1.f, 0.f, 0.f) },
{ "-X", Vec3f(-1.f, 0.f, 0.f) },
{ "+Y", Vec3f(0.f, 1.f, 0.f) },
{ "-Y", Vec3f(0.f, -1.f, 0.f) },
{ "+Z", Vec3f(0.f, 0.f, 1.f) },
{ "-Z", Vec3f(0.f, 0.f, -1.f) },
} };
TEST_CASE("the box projection lands a texture upright and unmirrored on all six faces of a cube",
"[TextureDisplacement]")
{
const DecodedHeightTexture rows = ramp_texture(true);
const DecodedHeightTexture cols = ramp_texture(false);
const TextureDisplacementLayer layer = ramp_layer(TextureProjectionMethod::Triplanar);
for (const auto &[name, n] : CUBE_FACES) {
DYNAMIC_SECTION("face " << name)
{
Vec3f right, up;
outside_viewer_frame(n, right, up);
const Vec3f centre = n * CUBE_HALF;
// Upright: the row read near the top of the face is nearer the image's first row.
const double row_up = ramp_index(rows, layer, centre + up * RAMP_STEP, n);
const double row_down = ramp_index(rows, layer, centre - up * RAMP_STEP, n);
INFO("row at the top of the face " << row_up << ", at the bottom " << row_down);
CHECK(row_down - row_up > RAMP_MARGIN);
// Unmirrored: the column read to the viewer's right is further into the image. Without a
// per-side sign this fails on exactly the three faces facing away - -X, +Y and -Z - which
// is the mirroring a bare v flip leaves behind.
const double col_left = ramp_index(cols, layer, centre - right * RAMP_STEP, n);
const double col_right = ramp_index(cols, layer, centre + right * RAMP_STEP, n);
INFO("column at the left of the face " << col_left << ", at the right " << col_right);
CHECK(col_right - col_left > RAMP_MARGIN);
}
}
}
TEST_CASE("every projection method lands a texture upright on an upright face", "[TextureDisplacement]")
{
const DecodedHeightTexture rows = ramp_texture(true);
// ViewProjected is one flat projection from the captured camera rather than a per-face map, so its
// "up" is the projector's own (view_project_up), which the default capture puts at +Y.
const auto method = GENERATE(TextureProjectionMethod::Triplanar, TextureProjectionMethod::Cylindrical,
TextureProjectionMethod::Spherical, TextureProjectionMethod::ViewProjected);
const TextureDisplacementLayer layer = ramp_layer(method);
for (const auto &[name, n] : CUBE_FACES) {
// Only the four upright faces: on the top and bottom a cylinder's v is constant (they are its
// caps) and a sphere's is at an extremum (they are its poles), so neither says anything about
// which way up the image is.
if (std::abs(n.z()) > 0.9f)
continue;
DYNAMIC_SECTION("method " << int(method) << ", face " << name)
{
const Vec3f up = (method == TextureProjectionMethod::ViewProjected) ? layer.view_project_up :
Vec3f(0.f, 0.f, 1.f);
const Vec3f centre = n * CUBE_HALF;
const double row_up = ramp_index(rows, layer, centre + up * RAMP_STEP, n);
const double row_down = ramp_index(rows, layer, centre - up * RAMP_STEP, n);
INFO("row at the top " << row_up << ", at the bottom " << row_down);
CHECK(row_down - row_up > RAMP_MARGIN);
}
}
}
TEST_CASE("the cylindrical and spherical wraps run left to right as seen from outside", "[TextureDisplacement]")
{
const DecodedHeightTexture cols = ramp_texture(false);
const auto method = GENERATE(TextureProjectionMethod::Cylindrical, TextureProjectionMethod::Spherical);
const TextureDisplacementLayer layer = ramp_layer(method);
for (const auto &[name, n] : CUBE_FACES) {
// The caps and poles are out, as above - u is undefined on the axis. So is whichever face the
// atan2 branch cut runs through, where u jumps from +pi to -pi: that is a real seam in both
// projections, and a reading taken across it compares two opposite sides of the model.
if (std::abs(n.z()) > 0.9f)
continue;
const bool on_the_cut = (method == TextureProjectionMethod::Cylindrical) ? (n.y() < -0.9f) : (n.x() < -0.9f);
if (on_the_cut)
continue;
DYNAMIC_SECTION("method " << int(method) << ", face " << name)
{
Vec3f right, up;
outside_viewer_frame(n, right, up);
const Vec3f centre = n * CUBE_HALF;
const double col_left = ramp_index(cols, layer, centre - right * RAMP_STEP, n);
const double col_right = ramp_index(cols, layer, centre + right * RAMP_STEP, n);
INFO("column at the left " << col_left << ", at the right " << col_right);
CHECK(col_right - col_left > RAMP_MARGIN);
}
}
}
TEST_CASE("an unwrapped cube's flat charts are laid out the right way up", "[TextureDisplacement]")
{
indexed_triangle_set cube = its_make_cube(2. * CUBE_HALF, 2. * CUBE_HALF, 2. * CUBE_HALF);
for (Vec3f &v : cube.vertices)
v -= Vec3f(CUBE_HALF, CUBE_HALF, CUBE_HALF);
const PatchUnwrap unwrap = compute_patch_unwrap(cube, LSCM_DEFAULT_SEAM_ANGLE_DEG);
REQUIRE_FALSE(unwrap.empty());
REQUIRE(unwrap.chart_count == 6); // one flat chart per face, cut at the 90-degree edges
// Each chart carries one face. The four upright ones span world Z, and their v has to grow
// downwards like every other projection's - whatever the packing then did with the island.
int upright_charts = 0;
for (int c = 0; c < unwrap.chart_count; ++c) {
int top = -1, bottom = -1;
for (size_t i = 0; i < unwrap.uvs.size(); ++i) {
if (unwrap.vertex_chart[i] != c)
continue;
const float z = cube.vertices[size_t(unwrap.source_vertex[i])].z();
if (top < 0 || z > cube.vertices[size_t(unwrap.source_vertex[size_t(top)])].z())
top = int(i);
if (bottom < 0 || z < cube.vertices[size_t(unwrap.source_vertex[size_t(bottom)])].z())
bottom = int(i);
}
REQUIRE(top >= 0);
REQUIRE(bottom >= 0);
const float v_top = unwrap.uvs[size_t(top)].y(), v_bottom = unwrap.uvs[size_t(bottom)].y();
if (std::abs(v_top - v_bottom) < 1e-3f)
continue; // a cap: the whole chart is at one height, so it has no up
++upright_charts;
DYNAMIC_SECTION("chart " << c)
{
INFO("v at the chart's topmost vertex " << v_top << ", at its bottommost " << v_bottom);
CHECK(v_bottom - v_top > 1.f);
}
}
CHECK(upright_charts == 4); // the four sides; the top and bottom faces are the caps skipped above
}
TEST_CASE("project_planar agrees with the box projection's own axes", "[TextureDisplacement]")
{
// The two express the same table in different shapes - one a pair of world axes for the GUI, the
// other the closed form the bake's hot path uses - so they are checked against each other here
// rather than left to drift apart.
const Vec3f p(2.f, -3.f, 7.f);
for (const auto &[name, n] : CUBE_FACES) {
DYNAMIC_SECTION("face " << name)
{
Vec3f u_axis, v_axis;
box_projection_axes(n, u_axis, v_axis);
const Vec2f planar = project_planar(p, n);
CHECK_THAT(planar.x(), WithinAbs(p.dot(u_axis), 1e-5f));
CHECK_THAT(planar.y(), WithinAbs(p.dot(v_axis), 1e-5f));
// Right-handed for a viewer outside the model: u to their right, v down, so u x v points
// into the surface. Getting this wrong is exactly what mirrors a face.
CHECK_THAT(u_axis.cross(v_axis).dot(n), WithinAbs(-1.f, 1e-5f));
}
}
}
// An image with a different value in each quadrant, so one bake says both which way up it landed
// and whether it came out mirrored. Distinct enough that a wrong quadrant cannot be mistaken for the
// right one: top-left 255, top-right 170, bottom-left 85, bottom-right 0.
static std::shared_ptr<std::vector<unsigned char>> make_quadrant_marker_png(size_t w = 32, size_t h = 32)
{
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] = (y < h / 2) ? ((x < w / 2) ? 255 : 170) : ((x < w / 2) ? 85 : 0);
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));
}
TEST_CASE("baking an asymmetric image puts the top of the image at the top of the model", "[TextureDisplacement]")
{
// An upright wall in the plane y = 0, facing -Y, tessellated so that each of the image's four
// quadrants gets a vertex at its centre. A flat sheet rather than a cube because every vertex
// normal is then exactly the face normal, which is what makes the expected depth below an exact
// number instead of a tri-planar blend of three of them.
constexpr int STEPS = 4; // cells per side, so 5x5 vertices
constexpr float SPAN = 20.f; // mm, the wall's width and height
indexed_triangle_set wall;
for (int j = 0; j <= STEPS; ++j)
for (int i = 0; i <= STEPS; ++i)
wall.vertices.emplace_back(-SPAN / 2.f + SPAN * float(i) / float(STEPS), 0.f,
SPAN * float(j) / float(STEPS));
const auto at = [](int i, int j) { return j * (STEPS + 1) + i; };
for (int j = 0; j < STEPS; ++j)
for (int i = 0; i < STEPS; ++i) {
// Wound so that (+x) x (+z) = -y: the wall faces -Y, away from the origin.
wall.indices.emplace_back(at(i, j), at(i + 1, j), at(i + 1, j + 1));
wall.indices.emplace_back(at(i, j), at(i + 1, j + 1), at(i, j + 1));
}
TextureDisplacementFacetsData facets{};
facets[0] = paint_whole_mesh(wall);
TextureDisplacementLayer layer;
layer.slot = 0;
layer.projection_method = TextureProjectionMethod::Triplanar;
layer.image_data = make_quadrant_marker_png();
layer.depth_mm = 2.f;
// The wall is 20 mm across and one tile is 40 mm, so it covers the middle half of the image in
// both axes: the quadrant boundaries land on x = 0 and z = 10, and the probed vertices sit a
// whole number of texels away from both.
layer.tiling_scale = 40.f;
layer.offset = Vec2f(0.5f, 0.75f);
// A single decal rather than a repeat, so that getting the orientation wrong cannot be masked by
// the wrap bringing the flipped coordinate back into the image at a plausible-looking row. With
// tiling off, uv stays inside [0.25, 0.75] in both axes only while v runs the right way.
layer.tile_enabled = false;
const indexed_triangle_set result = build_texture_displacement(wall, { layer }, facets, classic_options());
REQUIRE(result.vertices.size() == wall.vertices.size());
// Seen from outside this face the viewer's right is +X and their up is +Z, so the image's
// top-left quadrant has to land at low x and high z. Each entry: the vertex, and the image value
// whose quadrant it must have read.
const std::array<std::tuple<const char *, int, int, int>, 4> expected = { {
{ "top-left (255)", 1, 3, 255 },
{ "top-right (170)", 3, 3, 170 },
{ "bottom-left (85)", 1, 1, 85 },
{ "bottom-right (0)", 3, 1, 0 },
} };
for (const auto &[name, i, j, value] : expected) {
DYNAMIC_SECTION("quadrant " << name)
{
const size_t vi = size_t(at(i, j));
// The whole displacement is along -Y, so this is the relief's height at that vertex.
const float raised = wall.vertices[vi].y() - result.vertices[vi].y();
INFO("vertex at " << wall.vertices[vi].x() << ", " << wall.vertices[vi].z());
CHECK_THAT(raised, WithinAbs(layer.depth_mm * float(value) / 255.f, 1e-3f));
// Nothing moved sideways or vertically: a mirrored or rotated basis would still have
// displaced along the normal, so this is here to catch the relief leaning instead.
CHECK_THAT(result.vertices[vi].x(), WithinAbs(wall.vertices[vi].x(), 1e-4f));
CHECK_THAT(result.vertices[vi].z(), WithinAbs(wall.vertices[vi].z(), 1e-4f));
}
}
}