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OrcaSlicer/src/slic3r/GUI/TextLines.cpp
T
HanifKoh 4895bc03b4 Remove Unused Project Includes and Forward-Declare Where a Type Is Only Referenced (#16099)
* Remove Unused Project Includes and Forward-Declare Where a Type Is Only Referenced

Generated with include-what-you-use and applied conservatively. Only OrcaSlicer's own headers, the ones under src/ and tests/, are removed or forward-declared; standard-library and third-party includes are left alone. An include is removed only when both the Release and the Debug configuration leave it unused, never from inside a conditional block, and never from a file with platform-specific blocks, which only gain includes. Files whose only use of a header sits behind a feature or debug macro (libvgcode's OpenGL ES and marker code, the ARACHNE/TESTS_EXPORT_SVGS debug output) keep their includes.

clonable_ptr.hpp gains #pragma once; it had no include guard and was only safe while Config.hpp was its sole includer.

* Remove Unused Project Includes From Files With Platform-Specific Code

A Linux include-what-you-use run cannot see the code inside _WIN32, __APPLE__ or __linux__ blocks, so its verdict is only taken where nothing the removed header declares, directly or through what it includes, is named inside those blocks. Removals also have to hold in both the Release and Debug configuration and never touch a line inside a conditional block.

* Restore the libslic3r Precompiled Header and Direct Includes Lost in the Platform Pass

The platform-file pass treated pchheader.hpp as an ordinary header and
emptied it, and left GUI_Preview.hpp and 14 other files relying on
headers they no longer reached directly.

* Restore MainFrame.hpp in ParamsDialog.cpp for the Windows-Only Reparent Call

* Include Headers That Files Reached Through Ones the Cleanup Removed

* Drop Includes Duplicated by the Cleanup or by Main's Own Additions

* Leave PreciseSeam.cpp as Main Has It After the Precise Seam Rework
2026-10-05 16:47:17 +08:00

373 lines
13 KiB
C++

#include "TextLines.hpp"
#include <cstddef>
#include <cassert>
#include <cmath>
#include <cstdint>
#include <Eigen/Geometry>
#include <glad/gl.h>
#include <vector>
#include "libslic3r/Point.hpp"
#include <math.h>
#include <utility>
#include "libslic3r/TriangleMesh.hpp"
#include "libslic3r/libslic3r.h"
#include "libslic3r/Line.hpp"
#include "libslic3r/ExPolygon.hpp"
#include "libslic3r/AABBTreeIndirect.hpp"
#include "libslic3r/Polygon.hpp"
#include "libslic3r/Color.hpp"
#include "libslic3r/TextConfiguration.hpp"
#include "EmbossStyleManager.hpp"
#include "libslic3r/Model.hpp"
#include "libslic3r/Emboss.hpp"
#include "libslic3r/TriangleMeshSlicer.hpp"
#include "libslic3r/AABBTreeLines.hpp"
#include "libslic3r/ExPolygonsIndex.hpp"
#include "libslic3r/ClipperUtils.hpp"
#include "slic3r/GUI/GLModel.hpp"
#include "slic3r/GUI/GUI_App.hpp"
#include "slic3r/GUI/Plater.hpp"
#include "slic3r/GUI/Camera.hpp"
#include "slic3r/GUI/3DScene.hpp"
#include "libslic3r/MultiMaterialSegmentation.hpp"
#include "slic3r/GUI/GLShader.hpp"
#include "slic3r/GUI/GUI_ObjectList.hpp"
using namespace Slic3r;
using namespace Slic3r::Emboss;
using namespace Slic3r::GUI;
namespace {
// Be careful it is not water tide and contain self intersections
// It is only for visualization purposes
indexed_triangle_set its_create_torus(const Slic3r::Polygon &polygon, float radius, size_t steps = 20)
{
assert(!polygon.empty());
if (polygon.empty())
return {};
size_t count = polygon.size();
if (count < 3)
return {};
// convert and scale to float
std::vector<Vec2f> points_d;
points_d.reserve(count);
for (const Point &point : polygon.points)
points_d.push_back(unscale(point).cast<float>());
// pre calculate normalized line directions
auto calc_line_norm = [](const Vec2f &f, const Vec2f &s) -> Vec2f { return (s - f).normalized(); };
std::vector<Vec2f> line_norm(points_d.size());
for (size_t i = 0; i < count - 1; ++i)
line_norm[i] = calc_line_norm(points_d[i], points_d[i + 1]);
line_norm.back() = calc_line_norm(points_d.back(), points_d.front());
// precalculate sinus and cosinus
double angle_step = 2 * M_PI / steps;
std::vector<std::pair<double, float>> sin_cos;
sin_cos.reserve(steps);
for (size_t s = 0; s < steps; ++s) {
double angle = s * angle_step;
sin_cos.emplace_back(
radius * std::sin(angle),
static_cast<float>(radius * std::cos(angle))
);
}
indexed_triangle_set sphere = its_make_sphere(radius, 2 * PI / steps);
// create torus model along polygon path
indexed_triangle_set model;
model.vertices.reserve(2 * steps * count + sphere.vertices.size()*count);
model.indices.reserve(2 * steps * count + sphere.indices.size()*count);
const Vec2f *prev_prev_point_d = &points_d[count-2]; // one before back
const Vec2f *prev_point_d = &points_d.back();
auto calc_angle = [](const Vec2f &d0, const Vec2f &d1) {
double dot = d0.dot(d1);
double det = d0.x() * d1.y() - d0.y() * d1.x(); // Determinant
return std::atan2(det, dot); // atan2(y, x) or atan2(sin, cos)
};
// opposit previos direction of line - for calculate angle
Vec2f opposit_prev_dir = (*prev_prev_point_d) - (*prev_point_d);
for (size_t i = 0; i < count; ++i) {
const Vec2f & point_d = points_d[i];
// line segment direction
Vec2f dir = point_d - (*prev_point_d);
double angle = calc_angle(opposit_prev_dir, dir);
double allowed_preccission = 1e-6;
if (angle >= (PI - allowed_preccission) ||
angle <= (-PI + allowed_preccission))
continue; // it is almost line
// perpendicular direction to line
Vec2d p_dir(dir.y(), -dir.x());
p_dir.normalize(); // Should done with double preccission
// p_dir is tube unit side vector
// tube unit top vector is z direction
// Tube
int prev_index = model.vertices.size() + 2 * sin_cos.size() - 2;
for (const auto &[s, c] : sin_cos) {
Vec2f side = (s * p_dir).cast<float>();
Vec2f xy0 = side + (*prev_point_d);
Vec2f xy1 = side + point_d;
model.vertices.emplace_back(xy0.x(), xy0.y(), c); // pointing of prev index
model.vertices.emplace_back(xy1.x(), xy1.y(), c);
// create triangle indices
int f0 = prev_index;
int s0 = f0 + 1;
int f1 = model.vertices.size() - 2;
int s1 = f1 + 1;
prev_index = f1;
model.indices.emplace_back(s0, f0, s1);
model.indices.emplace_back(f1, s1, f0);
}
prev_prev_point_d = prev_point_d;
prev_point_d = &point_d;
opposit_prev_dir = -dir;
}
// sphere on each point
for (Vec2f& p: points_d){
indexed_triangle_set sphere_copy = sphere;
its_translate(sphere_copy, Vec3f(p.x(), p.y(), 0.f));
its_merge(model, sphere_copy);
}
return model;
}
// select closest contour for each line
TextLines select_closest_contour(const std::vector<Polygons> &line_contours) {
TextLines result;
result.reserve(line_contours.size());
Vec2d zero(0., 0.);
for (const Polygons &polygons : line_contours){
if (polygons.empty()) {
result.emplace_back();
continue;
}
// Improve: use int values and polygons only
// Slic3r::Polygons polygons = union_(polygons);
// std::vector<Slic3r::Line> lines = to_lines(polygons);
// AABBTreeIndirect::Tree<2, Point> tree;
// size_t line_idx;
// Point hit_point;
// Point::Scalar distance = AABBTreeLines::squared_distance_to_indexed_lines(lines, tree, point, line_idx, hit_point);
ExPolygons expolygons = union_ex(polygons);
std::vector<Linef> linesf = to_linesf(expolygons);
AABBTreeIndirect::Tree2d tree = AABBTreeLines::build_aabb_tree_over_indexed_lines(linesf);
size_t line_idx = 0;
Vec2d hit_point;
// double distance =
AABBTreeLines::squared_distance_to_indexed_lines(linesf, tree, zero, line_idx, hit_point);
// conversion between index of point and expolygon
ExPolygonsIndices cvt(expolygons);
ExPolygonsIndex index = cvt.cvt(static_cast<uint32_t>(line_idx));
const Slic3r::Polygon& polygon = index.is_contour() ?
expolygons[index.expolygons_index].contour :
expolygons[index.expolygons_index].holes[index.hole_index()];
Point hit_point_int = hit_point.cast<Point::coord_type>();
TextLine tl{polygon, PolygonPoint{index.point_index, hit_point_int}};
result.emplace_back(tl);
}
return result;
}
inline Eigen::AngleAxis<double> get_rotation() { return Eigen::AngleAxis(-M_PI_2, Vec3d::UnitX()); }
indexed_triangle_set create_its(const TextLines &lines, float radius)
{
indexed_triangle_set its;
// create model from polygons
for (const TextLine &line : lines) {
const Slic3r::Polygon &polygon = line.polygon;
if (polygon.empty()) continue;
indexed_triangle_set line_its = its_create_torus(polygon, radius);
auto transl = Eigen::Translation3d(0., line.y, 0.);
Transform3d tr = transl * get_rotation();
its_transform(line_its, tr);
its_merge(its, line_its);
}
return its;
}
GLModel::Geometry create_geometry(const TextLines &lines, float radius, bool is_mirrored)
{
indexed_triangle_set its = create_its(lines, radius);
GLModel::Geometry geometry;
geometry.format = {GLModel::Geometry::EPrimitiveType::Triangles, GUI::GLModel::Geometry::EVertexLayout::P3};
ColorRGBA color(.7f, .7f, .7f, .7f); // Transparent Gray
geometry.color = color;
geometry.reserve_vertices(its.vertices.size());
for (Vec3f vertex : its.vertices)
geometry.add_vertex(vertex);
geometry.reserve_indices(its.indices.size() * 3);
if (is_mirrored) {
// change order of indices
for (Vec3i32 t : its.indices)
geometry.add_triangle(t[0], t[2], t[1]);
} else {
for (Vec3i32 t : its.indices)
geometry.add_triangle(t[0], t[1], t[2]);
}
return geometry;
}
} // namespace
void TextLinesModel::init(const Transform3d &text_tr,
const ModelVolumePtrs &volumes_to_slice,
/*const*/ Emboss::StyleManager &style_manager,
unsigned count_lines)
{
assert(style_manager.is_active_font());
if (!style_manager.is_active_font())
return;
const auto &ffc = style_manager.get_font_file_with_cache();
assert(ffc.has_value());
if (!ffc.has_value())
return;
const auto &ff_ptr = ffc.font_file;
assert(ff_ptr != nullptr);
if (ff_ptr == nullptr)
return;
const FontFile &ff = *ff_ptr;
const FontProp &fp = style_manager.get_font_prop();
FontProp::VerticalAlign align = fp.align.second;
double line_height_mm = calc_line_height_in_mm(ff, fp);
assert(line_height_mm > 0);
if (line_height_mm <= 0)
return;
m_model.reset();
m_lines.clear();
// size_in_mm .. contain volume scale and should be ascent value in mm
double line_offset = fp.size_in_mm * ascent_ratio_offset;
double first_line_center = line_offset + get_align_y_offset_in_mm(align, count_lines, ff, fp);
std::vector<float> line_centers(count_lines);
for (size_t i = 0; i < count_lines; ++i)
line_centers[i] = static_cast<float>(first_line_center - i * line_height_mm);
// contour transformation
Transform3d c_trafo = text_tr * get_rotation();
Transform3d c_trafo_inv = c_trafo.inverse();
std::vector<Polygons> line_contours(count_lines);
for (const ModelVolume *volume : volumes_to_slice) {
MeshSlicingParams slicing_params;
slicing_params.trafo = c_trafo_inv * volume->get_matrix();
for (size_t i = 0; i < count_lines; ++i) {
const Polygons polys = Slic3r::slice_mesh(volume->mesh().its, line_centers[i], slicing_params);
if (polys.empty())
continue;
Polygons &contours = line_contours[i];
contours.insert(contours.end(), polys.begin(), polys.end());
}
}
// fix for text line out of object
// When move text close to edge - line center could be out of object
for (Polygons &contours: line_contours) {
if (!contours.empty())
continue;
// use line center at zero, there should be some contour.
float line_center = 0.f;
for (const ModelVolume *volume : volumes_to_slice) {
MeshSlicingParams slicing_params;
slicing_params.trafo = c_trafo_inv * volume->get_matrix();
const Polygons polys = Slic3r::slice_mesh(volume->mesh().its, line_center, slicing_params);
if (polys.empty())
continue;
contours.insert(contours.end(), polys.begin(), polys.end());
}
}
m_lines = select_closest_contour(line_contours);
assert(m_lines.size() == count_lines);
assert(line_centers.size() == count_lines);
for (size_t i = 0; i < count_lines; ++i)
m_lines[i].y = line_centers[i];
bool is_mirrored = has_reflection(text_tr);
float radius = static_cast<float>(line_height_mm / 20.);
//*
GLModel::Geometry geometry = create_geometry(m_lines, radius, is_mirrored);
if (geometry.vertices_count() == 0 || geometry.indices_count() == 0)
return;
m_model.init_from(std::move(geometry));
/*/
// slower solution
ColorRGBA color(.7f, .7f, .7f, .7f); // Transparent Gray
m_model.set_color(color);
m_model.init_from(create_its(m_lines));
//*/
}
void TextLinesModel::render(const Transform3d &text_world)
{
if (!m_model.is_initialized())
return;
GUI_App &app = wxGetApp();
const GLShaderProgram *shader = app.get_shader("flat");
if (shader == nullptr)
return;
const Camera &camera = app.plater()->get_camera();
shader->start_using();
shader->set_uniform("view_model_matrix", camera.get_view_matrix() * text_world);
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
bool is_depth_test = glIsEnabled(GL_DEPTH_TEST);
if (!is_depth_test)
glsafe(::glEnable(GL_DEPTH_TEST));
bool is_blend = glIsEnabled(GL_BLEND);
if (!is_blend)
glsafe(::glEnable(GL_BLEND));
// glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
m_model.render();
if (!is_depth_test)
glsafe(::glDisable(GL_DEPTH_TEST));
if (!is_blend)
glsafe(::glDisable(GL_BLEND));
shader->stop_using();
}
double TextLinesModel::calc_line_height_in_mm(const Slic3r::Emboss::FontFile &ff, const FontProp &fp)
{
int line_height = Slic3r::Emboss::get_line_height(ff, fp); // In shape size
double scale = Slic3r::Emboss::get_text_shape_scale(fp, ff);
return line_height * scale;
}