204 lines
7.1 KiB
C++
204 lines
7.1 KiB
C++
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#include "../libslic3r.h"
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#include "../Model.hpp"
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#include "../TriangleMesh.hpp"
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#include "TextShape.hpp"
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#include <string>
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#include <vector>
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#include "Standard_TypeDef.hxx"
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#include "STEPCAFControl_Reader.hxx"
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#include "BRepMesh_IncrementalMesh.hxx"
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#include "Interface_Static.hxx"
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#include "XCAFDoc_DocumentTool.hxx"
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#include "XCAFDoc_ShapeTool.hxx"
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#include "XCAFApp_Application.hxx"
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#include "TopoDS_Solid.hxx"
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#include "TopoDS_Compound.hxx"
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#include "TopoDS_Builder.hxx"
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#include "TopoDS.hxx"
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#include "TDataStd_Name.hxx"
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#include "BRepBuilderAPI_Transform.hxx"
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#include "TopExp_Explorer.hxx"
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#include "TopExp_Explorer.hxx"
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#include "BRep_Tool.hxx"
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#include "Font_BRepFont.hxx"
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#include "Font_BRepTextBuilder.hxx"
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#include "BRepPrimAPI_MakePrism.hxx"
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#include "Font_FontMgr.hxx"
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namespace Slic3r {
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std::vector<std::string> init_occt_fonts()
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{
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std::vector<std::string> stdFontNames;
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Handle(Font_FontMgr) aFontMgr = Font_FontMgr::GetInstance();
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aFontMgr->InitFontDataBase();
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TColStd_SequenceOfHAsciiString availFontNames;
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aFontMgr->GetAvailableFontsNames(availFontNames);
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stdFontNames.reserve(availFontNames.Size());
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for (auto afn : availFontNames)
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stdFontNames.push_back(afn->ToCString());
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return stdFontNames;
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}
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static bool TextToBRep(const char* text, const char* font, const float theTextHeight, Font_FontAspect& theFontAspect, TopoDS_Shape& theShape)
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{
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Standard_Integer anArgIt = 1;
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Standard_CString aName = "text_shape";
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Standard_CString aText = text;
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Font_BRepFont aFont;
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//TCollection_AsciiString aFontName("Courier");
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TCollection_AsciiString aFontName(font);
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Standard_Real aTextHeight = theTextHeight;
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Font_FontAspect aFontAspect = theFontAspect;
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Standard_Boolean anIsCompositeCurve = Standard_False;
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gp_Ax3 aPenAx3(gp::XOY());
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gp_Dir aNormal(0.0, 0.0, 1.0);
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gp_Dir aDirection(1.0, 0.0, 0.0);
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gp_Pnt aPenLoc;
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Graphic3d_HorizontalTextAlignment aHJustification = Graphic3d_HTA_LEFT;
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Graphic3d_VerticalTextAlignment aVJustification = Graphic3d_VTA_BOTTOM;
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Font_StrictLevel aStrictLevel = Font_StrictLevel_Any;
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aFont.SetCompositeCurveMode(anIsCompositeCurve);
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if (!aFont.FindAndInit(aFontName.ToCString(), aFontAspect, aTextHeight, aStrictLevel))
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return false;
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aPenAx3 = gp_Ax3(aPenLoc, aNormal, aDirection);
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Font_BRepTextBuilder aBuilder;
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theShape = aBuilder.Perform(aFont, aText, aPenAx3, aHJustification, aVJustification);
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return true;
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}
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static bool Prism(const TopoDS_Shape& theBase, const float thickness, TopoDS_Shape& theSolid)
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{
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if (theBase.IsNull()) return false;
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gp_Vec V(0.f, 0.f, thickness);
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BRepPrimAPI_MakePrism* Prism = new BRepPrimAPI_MakePrism(theBase, V, Standard_False);
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theSolid = Prism->Shape();
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return true;
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}
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static void MakeMesh(TopoDS_Shape& theSolid, TriangleMesh& theMesh)
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{
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const double STEP_TRANS_CHORD_ERROR = 0.005;
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const double STEP_TRANS_ANGLE_RES = 1;
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BRepMesh_IncrementalMesh mesh(theSolid, STEP_TRANS_CHORD_ERROR, false, STEP_TRANS_ANGLE_RES, true);
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int aNbNodes = 0;
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int aNbTriangles = 0;
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for (TopExp_Explorer anExpSF(theSolid, TopAbs_FACE); anExpSF.More(); anExpSF.Next()) {
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TopLoc_Location aLoc;
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Handle(Poly_Triangulation) aTriangulation = BRep_Tool::Triangulation(TopoDS::Face(anExpSF.Current()), aLoc);
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if (!aTriangulation.IsNull()) {
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aNbNodes += aTriangulation->NbNodes();
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aNbTriangles += aTriangulation->NbTriangles();
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}
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}
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stl_file stl;
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stl.stats.type = inmemory;
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stl.stats.number_of_facets = (uint32_t)aNbTriangles;
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stl.stats.original_num_facets = stl.stats.number_of_facets;
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stl_allocate(&stl);
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std::vector<Vec3f> points;
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points.reserve(aNbNodes);
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//BBS: count faces missing triangulation
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Standard_Integer aNbFacesNoTri = 0;
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//BBS: fill temporary triangulation
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Standard_Integer aNodeOffset = 0;
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Standard_Integer aTriangleOffet = 0;
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for (TopExp_Explorer anExpSF(theSolid, TopAbs_FACE); anExpSF.More(); anExpSF.Next()) {
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const TopoDS_Shape& aFace = anExpSF.Current();
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TopLoc_Location aLoc;
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Handle(Poly_Triangulation) aTriangulation = BRep_Tool::Triangulation(TopoDS::Face(aFace), aLoc);
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if (aTriangulation.IsNull()) {
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++aNbFacesNoTri;
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continue;
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}
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//BBS: copy nodes
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gp_Trsf aTrsf = aLoc.Transformation();
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for (Standard_Integer aNodeIter = 1; aNodeIter <= aTriangulation->NbNodes(); ++aNodeIter) {
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gp_Pnt aPnt = aTriangulation->Node(aNodeIter);
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aPnt.Transform(aTrsf);
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points.emplace_back(std::move(Vec3f(aPnt.X(), aPnt.Y(), aPnt.Z())));
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}
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//BBS: copy triangles
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const TopAbs_Orientation anOrientation = anExpSF.Current().Orientation();
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for (Standard_Integer aTriIter = 1; aTriIter <= aTriangulation->NbTriangles(); ++aTriIter) {
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Poly_Triangle aTri = aTriangulation->Triangle(aTriIter);
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Standard_Integer anId[3];
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aTri.Get(anId[0], anId[1], anId[2]);
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if (anOrientation == TopAbs_REVERSED) {
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//BBS: swap 1, 2.
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Standard_Integer aTmpIdx = anId[1];
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anId[1] = anId[2];
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anId[2] = aTmpIdx;
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}
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//BBS: Update nodes according to the offset.
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anId[0] += aNodeOffset;
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anId[1] += aNodeOffset;
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anId[2] += aNodeOffset;
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//BBS: save triangles facets
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stl_facet facet;
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facet.vertex[0] = points[anId[0] - 1].cast<float>();
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facet.vertex[1] = points[anId[1] - 1].cast<float>();
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facet.vertex[2] = points[anId[2] - 1].cast<float>();
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facet.extra[0] = 0;
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facet.extra[1] = 0;
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stl_normal normal;
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stl_calculate_normal(normal, &facet);
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stl_normalize_vector(normal);
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facet.normal = normal;
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stl.facet_start[aTriangleOffet + aTriIter - 1] = facet;
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}
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aNodeOffset += aTriangulation->NbNodes();
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aTriangleOffet += aTriangulation->NbTriangles();
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}
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theMesh.from_stl(stl);
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}
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void load_text_shape(const char*text, const char* font, const float text_height, const float thickness, bool is_bold, bool is_italic, TriangleMesh& text_mesh)
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{
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Handle(Font_FontMgr) aFontMgr = Font_FontMgr::GetInstance();
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if (aFontMgr->GetAvailableFonts().IsEmpty())
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aFontMgr->InitFontDataBase();
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TopoDS_Shape aTextBase;
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Font_FontAspect aFontAspect = Font_FontAspect_UNDEFINED;
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if (is_bold && is_italic)
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aFontAspect = Font_FontAspect_BoldItalic;
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else if (is_bold)
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aFontAspect = Font_FontAspect_Bold;
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else if (is_italic)
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aFontAspect = Font_FontAspect_Italic;
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else
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aFontAspect = Font_FontAspect_Regular;
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if (!TextToBRep(text, font, text_height, aFontAspect, aTextBase))
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return;
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TopoDS_Shape aTextShape;
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if (!Prism(aTextBase, thickness, aTextShape))
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return;
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MakeMesh(aTextShape, text_mesh);
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}
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}; // namespace Slic3r
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