mirror of https://github.com/vitalif/Slic3r
More incomplete work
parent
b20caa4e31
commit
7387e60706
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@ -18,7 +18,8 @@ use Slic3r::GUI::Tab;
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our $have_OpenGL = eval "use Slic3r::GUI::PreviewCanvas; 1";
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our $have_OpenGL = eval "use Slic3r::GUI::PreviewCanvas; 1";
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use Wx 0.9901 qw(:bitmap :dialog :frame :icon :id :misc :systemsettings :toplevelwindow);
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use Wx 0.9901 qw(:bitmap :dialog :frame :icon :id :misc :systemsettings :toplevelwindow
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:filedialog);
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use Wx::Event qw(EVT_CLOSE EVT_MENU EVT_IDLE);
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use Wx::Event qw(EVT_CLOSE EVT_MENU EVT_IDLE);
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use base 'Wx::App';
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use base 'Wx::App';
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@ -349,6 +350,25 @@ sub output_path {
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: $dir;
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: $dir;
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}
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}
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sub open_model {
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my ($self) = @_;
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my $dir = $Slic3r::GUI::Settings->{recent}{skein_directory}
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|| $Slic3r::GUI::Settings->{recent}{config_directory}
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|| '';
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my $dialog = Wx::FileDialog->new($self, 'Choose one or more files (STL/OBJ/AMF):', $dir, "",
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&Slic3r::GUI::SkeinPanel::MODEL_WILDCARD, wxFD_OPEN | wxFD_MULTIPLE | wxFD_FILE_MUST_EXIST);
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if ($dialog->ShowModal != wxID_OK) {
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$dialog->Destroy;
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return;
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}
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my @input_files = $dialog->GetPaths;
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$dialog->Destroy;
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return @input_files;
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}
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sub CallAfter {
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sub CallAfter {
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my $class = shift;
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my $class = shift;
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my ($cb) = @_;
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my ($cb) = @_;
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@ -361,14 +361,7 @@ sub filament_presets {
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sub add {
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sub add {
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my $self = shift;
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my $self = shift;
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my $dir = $Slic3r::GUI::Settings->{recent}{skein_directory} || $Slic3r::GUI::Settings->{recent}{config_directory} || '';
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my @input_files = Slic3r::GUI::open_model($self);
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my $dialog = Wx::FileDialog->new($self, 'Choose one or more files (STL/OBJ/AMF):', $dir, "", &Slic3r::GUI::SkeinPanel::MODEL_WILDCARD, wxFD_OPEN | wxFD_MULTIPLE | wxFD_FILE_MUST_EXIST);
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if ($dialog->ShowModal != wxID_OK) {
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$dialog->Destroy;
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return;
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}
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my @input_files = $dialog->GetPaths;
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$dialog->Destroy;
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$self->load_file($_) for @input_files;
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$self->load_file($_) for @input_files;
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}
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}
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@ -3,7 +3,8 @@ use strict;
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use warnings;
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use warnings;
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use utf8;
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use utf8;
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use Wx qw(:misc :sizer :treectrl wxTAB_TRAVERSAL wxSUNKEN_BORDER wxBITMAP_TYPE_PNG);
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use File::Basename qw(basename);
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use Wx qw(:misc :sizer :treectrl :button wxTAB_TRAVERSAL wxSUNKEN_BORDER wxBITMAP_TYPE_PNG);
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use Wx::Event qw(EVT_BUTTON EVT_TREE_ITEM_COLLAPSING EVT_TREE_SEL_CHANGED);
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use Wx::Event qw(EVT_BUTTON EVT_TREE_ITEM_COLLAPSING EVT_TREE_SEL_CHANGED);
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use base 'Wx::Panel';
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use base 'Wx::Panel';
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@ -29,33 +30,22 @@ sub new {
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$self->{tree_icons}->Add(Wx::Bitmap->new("$Slic3r::var/package.png", wxBITMAP_TYPE_PNG));
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$self->{tree_icons}->Add(Wx::Bitmap->new("$Slic3r::var/package.png", wxBITMAP_TYPE_PNG));
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$self->{tree_icons}->Add(Wx::Bitmap->new("$Slic3r::var/package_green.png", wxBITMAP_TYPE_PNG));
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$self->{tree_icons}->Add(Wx::Bitmap->new("$Slic3r::var/package_green.png", wxBITMAP_TYPE_PNG));
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my $rootId = $tree->AddRoot("");
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$tree->AddRoot("");
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my %nodes = (); # material_id => nodeId
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$self->reload_tree;
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foreach my $volume_id (0..$#{$object->volumes}) {
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my $volume = $object->volumes->[$volume_id];
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my $material_id = $volume->material_id;
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$material_id //= '_';
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if (!exists $nodes{$material_id}) {
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my $material_name = $material_id eq ''
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? 'default'
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: $object->model->get_material_name($material_id);
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$nodes{$material_id} = $tree->AppendItem($rootId, "Material: $material_name", ICON_MATERIAL);
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}
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my $name = $volume->modifier ? 'Modifier mesh' : 'Solid mesh';
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my $icon = $volume->modifier ? ICON_MODIFIERMESH : ICON_SOLIDMESH;
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my $itemId = $tree->AppendItem($nodes{$material_id}, $name, $icon);
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$tree->SetPlData($itemId, {
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type => 'volume',
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volume_id => $volume_id,
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});
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}
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$tree->ExpandAll;
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}
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}
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$self->{btn_load} = Wx::Button->new($self, -1, "Load part…", wxDefaultPosition, wxDefaultSize, wxBU_LEFT);
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$self->{btn_delete} = Wx::Button->new($self, -1, "Delete part", wxDefaultPosition, wxDefaultSize, wxBU_LEFT);
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# left pane with tree
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# left pane with tree
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my $left_sizer = Wx::BoxSizer->new(wxVERTICAL);
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my $left_sizer = Wx::BoxSizer->new(wxVERTICAL);
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$left_sizer->Add($tree, 0, wxEXPAND | wxALL, 10);
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$left_sizer->Add($tree, 0, wxEXPAND | wxALL, 10);
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$left_sizer->Add($self->{btn_load}, 0);
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$left_sizer->Add($self->{btn_delete}, 0);
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if ($Slic3r::GUI::have_button_icons) {
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$self->{btn_load}->SetBitmap(Wx::Bitmap->new("$Slic3r::var/brick_add.png", wxBITMAP_TYPE_PNG));
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$self->{btn_delete}->SetBitmap(Wx::Bitmap->new("$Slic3r::var/brick_delete.png", wxBITMAP_TYPE_PNG));
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}
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# right pane with preview canvas
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# right pane with preview canvas
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my $canvas = $self->{canvas} = Slic3r::GUI::PreviewCanvas->new($self, $self->{model_object});
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my $canvas = $self->{canvas} = Slic3r::GUI::PreviewCanvas->new($self, $self->{model_object});
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@ -75,23 +65,94 @@ sub new {
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});
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});
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EVT_TREE_SEL_CHANGED($self, $tree, sub {
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EVT_TREE_SEL_CHANGED($self, $tree, sub {
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my ($self, $event) = @_;
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my ($self, $event) = @_;
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$self->selection_changed;
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# deselect all meshes
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$_->{selected} = 0 for @{$canvas->volumes};
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my $nodeId = $tree->GetSelection;
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if ($nodeId->IsOk) {
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my $itemData = $tree->GetPlData($nodeId);
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if ($itemData && $itemData->{type} eq 'volume') {
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$canvas->volumes->[ $itemData->{volume_id} ]{selected} = 1;
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}
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}
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$canvas->Render;
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});
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});
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EVT_BUTTON($self, $self->{btn_load}, \&on_btn_load);
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$self->selection_changed;
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return $self;
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return $self;
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}
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}
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sub reload_tree {
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my ($self) = @_;
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my $object = $self->{model_object};
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my $tree = $self->{tree};
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my $rootId = $tree->GetRootItem;
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$tree->DeleteChildren($rootId);
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my %nodes = (); # material_id => nodeId
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foreach my $volume_id (0..$#{$object->volumes}) {
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my $volume = $object->volumes->[$volume_id];
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my $material_id = $volume->material_id;
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$material_id //= '_';
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if (!exists $nodes{$material_id}) {
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my $material_name = $material_id eq '_'
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? 'default'
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: $object->model->get_material_name($material_id);
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$nodes{$material_id} = $tree->AppendItem($rootId, "Material: $material_name", ICON_MATERIAL);
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}
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my $name = $volume->modifier ? 'Modifier mesh' : 'Solid mesh';
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my $icon = $volume->modifier ? ICON_MODIFIERMESH : ICON_SOLIDMESH;
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my $itemId = $tree->AppendItem($nodes{$material_id}, $name, $icon);
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$tree->SetPlData($itemId, {
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type => 'volume',
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volume_id => $volume_id,
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});
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}
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$tree->ExpandAll;
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}
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sub selection_changed {
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my ($self) = @_;
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# deselect all meshes
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$_->{selected} = 0 for @{$self->{canvas}->volumes};
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# disable buttons
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$self->{btn_delete}->Disable;
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my $nodeId = $self->{tree}->GetSelection;
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if ($nodeId->IsOk) {
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my $itemData = $self->{tree}->GetPlData($nodeId);
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if ($itemData && $itemData->{type} eq 'volume') {
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$self->{canvas}->volumes->[ $itemData->{volume_id} ]{selected} = 1;
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$self->{btn_delete}->Enable;
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}
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}
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$self->{canvas}->Render;
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}
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sub on_btn_load {
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my ($self) = @_;
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my @input_files = Slic3r::GUI::open_model($self);
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foreach my $input_file (@input_files) {
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my $model = eval { Slic3r::Model->read_from_file($input_file) };
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if ($@) {
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Slic3r::GUI::show_error($self, $@);
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next;
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}
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foreach my $object (@{$model->objects}) {
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foreach my $volume (@{$object->volumes}) {
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my $new_volume = $self->{model_object}->add_volume($volume);
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if (!defined $new_volume->material_id) {
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my $material_name = basename($input_file);
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$material_name =~ s/\.(stl|obj)$//i;
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$self->{model_object}->model->set_material($material_name);
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$new_volume->material_id($material_name);
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}
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}
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}
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}
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$self->reload_tree;
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$self->{canvas}->load_object($self->{model_object});
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}
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1;
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1;
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@ -29,40 +29,7 @@ sub new {
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$self->sphi(45);
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$self->sphi(45);
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$self->stheta(-45);
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$self->stheta(-45);
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my $bb = $object->raw_mesh->bounding_box;
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$self->load_object($object);
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my $center = $bb->center;
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$self->object_shift(Slic3r::Pointf3->new(-$center->x, -$center->y, -$bb->z_min)); #,,
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$bb->translate(@{ $self->object_shift });
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$self->object_bounding_box($bb);
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# group mesh(es) by material
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my @materials = ();
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$self->volumes([]);
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foreach my $volume (@{$object->volumes}) {
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my $mesh = $volume->mesh->clone;
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$mesh->translate(@{ $self->object_shift });
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my $material_id = $volume->material_id // '_';
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my $color_idx = first { $materials[$_] eq $material_id } 0..$#materials;
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if (!defined $color_idx) {
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push @materials, $material_id;
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$color_idx = $#materials;
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}
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push @{$self->volumes}, my $v = {
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color => COLORS->[ $color_idx % scalar(@{&COLORS}) ],
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};
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{
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my $vertices = $mesh->vertices;
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my @verts = map @{ $vertices->[$_] }, map @$_, @{$mesh->facets};
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$v->{verts} = OpenGL::Array->new_list(GL_FLOAT, @verts);
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}
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{
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my @norms = map { @$_, @$_, @$_ } @{$mesh->normals};
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$v->{norms} = OpenGL::Array->new_list(GL_FLOAT, @norms);
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}
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}
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EVT_PAINT($self, sub {
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EVT_PAINT($self, sub {
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my $dc = Wx::PaintDC->new($self);
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my $dc = Wx::PaintDC->new($self);
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@ -102,6 +69,45 @@ sub new {
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return $self;
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return $self;
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}
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}
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sub load_object {
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my ($self, $object) = @_;
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my $bb = $object->raw_mesh->bounding_box;
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my $center = $bb->center;
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$self->object_shift(Slic3r::Pointf3->new(-$center->x, -$center->y, -$bb->z_min)); #,,
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$bb->translate(@{ $self->object_shift });
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$self->object_bounding_box($bb);
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# group mesh(es) by material
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my @materials = ();
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$self->volumes([]);
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foreach my $volume (@{$object->volumes}) {
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my $mesh = $volume->mesh->clone;
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$mesh->translate(@{ $self->object_shift });
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my $material_id = $volume->material_id // '_';
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my $color_idx = first { $materials[$_] eq $material_id } 0..$#materials;
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if (!defined $color_idx) {
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push @materials, $material_id;
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$color_idx = $#materials;
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}
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push @{$self->volumes}, my $v = {
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color => COLORS->[ $color_idx % scalar(@{&COLORS}) ],
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};
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{
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my $vertices = $mesh->vertices;
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my @verts = map @{ $vertices->[$_] }, map @$_, @{$mesh->facets};
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$v->{verts} = OpenGL::Array->new_list(GL_FLOAT, @verts);
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}
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{
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my @norms = map { @$_, @$_, @$_ } @{$mesh->normals};
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$v->{norms} = OpenGL::Array->new_list(GL_FLOAT, @norms);
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}
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}
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}
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# Given an axis and angle, compute quaternion.
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# Given an axis and angle, compute quaternion.
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sub axis_to_quat {
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sub axis_to_quat {
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my ($ax, $phi) = @_;
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my ($ax, $phi) = @_;
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@ -47,20 +47,7 @@ sub add_object {
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);
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);
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foreach my $volume (@{$object->volumes}) {
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foreach my $volume (@{$object->volumes}) {
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$new_object->add_volume(
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$new_object->add_volume($volume);
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material_id => $volume->material_id,
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mesh => $volume->mesh->clone,
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modifier => $volume->modifier,
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);
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if (defined $volume->material_id) {
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# merge material attributes (should we rename materials in case of duplicates?)
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my %attributes = %{ $object->model->materials->{$volume->material_id}->attributes };
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if (exists $self->materials->{$volume->material_id}) {
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%attributes = (%attributes, %{ $self->materials->{$volume->material_id}->attributes });
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}
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$self->set_material($volume->material_id, {%attributes});
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}
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}
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}
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$new_object->add_instance(
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$new_object->add_instance(
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@ -325,14 +312,43 @@ has '_bounding_box' => (is => 'rw');
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sub add_volume {
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sub add_volume {
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my $self = shift;
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my $self = shift;
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my %args = @_;
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push @{$self->volumes}, my $volume = Slic3r::Model::Volume->new(
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my $new_volume;
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object => $self,
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if (@_ == 1) {
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%args,
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# we have a Model::Volume
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);
|
my ($volume) = @_;
|
||||||
|
|
||||||
|
$new_volume = Slic3r::Model::Volume->new(
|
||||||
|
object => $self,
|
||||||
|
material_id => $volume->material_id,
|
||||||
|
mesh => $volume->mesh->clone,
|
||||||
|
modifier => $volume->modifier,
|
||||||
|
);
|
||||||
|
|
||||||
|
if (defined $volume->material_id) {
|
||||||
|
# merge material attributes (should we rename materials in case of duplicates?)
|
||||||
|
if (my $material = $volume->object->model->materials->{$volume->material_id}) {
|
||||||
|
my %attributes = %{ $material->attributes };
|
||||||
|
if (exists $self->model->materials->{$volume->material_id}) {
|
||||||
|
%attributes = (%attributes, %{ $self->model->materials->{$volume->material_id}->attributes });
|
||||||
|
}
|
||||||
|
$self->model->set_material($volume->material_id, {%attributes});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
my %args = @_;
|
||||||
|
$new_volume = Slic3r::Model::Volume->new(
|
||||||
|
object => $self,
|
||||||
|
%args,
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
push @{$self->volumes}, $new_volume;
|
||||||
|
|
||||||
|
# invalidate cached bounding box
|
||||||
$self->_bounding_box(undef);
|
$self->_bounding_box(undef);
|
||||||
return $volume;
|
|
||||||
|
return $new_volume;
|
||||||
}
|
}
|
||||||
|
|
||||||
sub add_instance {
|
sub add_instance {
|
||||||
|
@ -411,18 +427,17 @@ sub center_around_origin {
|
||||||
# center this object around the origin
|
# center this object around the origin
|
||||||
my $bb = $self->raw_mesh->bounding_box;
|
my $bb = $self->raw_mesh->bounding_box;
|
||||||
|
|
||||||
# first align to origin on XYZ
|
# first align to origin on XY
|
||||||
my @shift = (
|
my @shift = (
|
||||||
-$bb->x_min,
|
-$bb->x_min,
|
||||||
-$bb->y_min,
|
-$bb->y_min,
|
||||||
-$bb->z_min,
|
0,
|
||||||
);
|
);
|
||||||
|
|
||||||
# then center it on XY
|
# then center it on XY
|
||||||
my $size = $bb->size;
|
my $size = $bb->size;
|
||||||
$shift[X] -= $size->x/2;
|
$shift[X] -= $size->x/2;
|
||||||
$shift[Y] -= $size->y/2; #//
|
$shift[Y] -= $size->y/2; #//
|
||||||
$shift[Z] -= $size->z/2;
|
|
||||||
|
|
||||||
$self->translate(@shift);
|
$self->translate(@shift);
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue