ENH:enhance logic for "lay on face" function

jira: STUDIO-8004
Change-Id: I537f664ea700c60e5d73e95afcf16a6daa9952ea
This commit is contained in:
zhou.xu 2024-09-23 14:35:24 +08:00 committed by Lane.Wei
parent 5cab5e2111
commit 6323b1d29b
2 changed files with 64 additions and 3 deletions

View File

@ -1,13 +1,14 @@
// Include GLGizmoBase.hpp before I18N.hpp as it includes some libigl code, which overrides our localization "L" macro.
#include "GLGizmoFlatten.hpp"
#include "slic3r/GUI/GLCanvas3D.hpp"
#include "slic3r/GUI/GUI_App.hpp"
#include "slic3r/GUI/Gizmos/GLGizmosCommon.hpp"
#include "libslic3r/Geometry/ConvexHull.hpp"
#include "libslic3r/Model.hpp"
#include <numeric>
#include <imgui/imgui_internal.h>
#include <GL/glew.h>
namespace Slic3r {
@ -37,6 +38,33 @@ CommonGizmosDataID GLGizmoFlatten::on_get_requirements() const
return CommonGizmosDataID::SelectionInfo;
}
void GLGizmoFlatten::on_render_input_window(float x, float y, float bottom_limit) {
if (!m_show_warning) {
return;
}
double screen_scale = wxDisplay(wxGetApp().plater()).GetScaleFactor();
static float last_y = 0.0f;
static float last_h = 0.0f;
const float win_h = ImGui::GetWindowHeight();
y = std::min(y, bottom_limit - win_h);
GizmoImguiSetNextWIndowPos(x, y, ImGuiCond_Always, 0.0f, 0.0f);
if (last_h != win_h || last_y != y) {
// ask canvas for another frame to render the window in the correct position
m_imgui->set_requires_extra_frame();
if (last_h != win_h) last_h = win_h;
if (last_y != y) last_y = y;
}
ImGuiWrapper::push_toolbar_style(m_parent.get_scale());
GizmoImguiBegin(on_get_name(), ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar);
if (m_show_warning) {
m_imgui->warning_text(_L("Warning: All triangle areas are too small,The current function is not working."));
}
GizmoImguiEnd();
ImGuiWrapper::pop_toolbar_style();
}
std::string GLGizmoFlatten::on_get_name() const
{
if (!on_is_activable() && m_state == EState::Off) {
@ -143,7 +171,8 @@ void GLGizmoFlatten::update_planes()
const Transform3d& inst_matrix = mo->instances.front()->get_matrix(true);
// Following constants are used for discarding too small polygons.
const float minimal_area = 5.f; // in square mm (world coordinates)
const float experted_minimal_area = 5.0f;
const float minimal_area = 1.0f; // in square mm (world coordinates)
const float minimal_side = 1.f; // mm
const float minimal_angle = 1.f; // degree, initial value was 10, but cause bugs
@ -313,9 +342,38 @@ void GLGizmoFlatten::update_planes()
// Transform back to 3D (and also back to mesh coordinates)
polygon = transform(polygon, inst_matrix.inverse() * m.inverse());
}
if (m_planes.size() == 0) {
m_show_warning = true;
return;
}
// We'll sort the planes by area and only keep the 254 largest ones (because of the picking pass limitations):
std::sort(m_planes.rbegin(), m_planes.rend(), [](const PlaneData& a, const PlaneData& b) { return a.area < b.area; });
auto delte_index_to_end = [](int index, std::vector<PlaneData>& planes) {
for (size_t i = planes.size() - 1; i >= index; i--) {
planes.pop_back();
}
};
const int plane_count = 10;
for (size_t i = 0; i < m_planes.size(); i++) {
if (m_planes[i].area < experted_minimal_area) {
if (i + 1 >= plane_count) {
delte_index_to_end(plane_count, m_planes);
break;
}
else {//<plane_count
for (size_t j = i + 1; j < m_planes.size(); j++) {
if (j + 1 >= plane_count) {
delte_index_to_end(plane_count, m_planes);
break;
}
}
break;
}
}
}
m_planes.resize(std::min((int)m_planes.size(), 254));
// Planes are finished - let's save what we calculated it from:
@ -343,7 +401,7 @@ void GLGizmoFlatten::update_planes()
plane.vertices.clear();
plane.vertices.shrink_to_fit();
}
m_show_warning = false;
m_planes_valid = true;
}

View File

@ -58,6 +58,9 @@ protected:
virtual void on_render_for_picking() override;
virtual void on_set_state() override;
virtual CommonGizmosDataID on_get_requirements() const override;
virtual void on_render_input_window(float x, float y, float bottom_limit) override;
private:
bool m_show_warning{false};
};
} // namespace GUI