BambuStudio/src/libslic3r/Shape/TextShape.cpp

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