69 lines
1.9 KiB
C++
69 lines
1.9 KiB
C++
|
#include "ShaderCSGDisplay.hpp"
|
||
|
#include "libslic3r/SLAPrint.hpp"
|
||
|
#include <GL/glew.h>
|
||
|
|
||
|
namespace Slic3r { namespace GL {
|
||
|
|
||
|
void ShaderCSGDisplay::add_mesh(const TriangleMesh &mesh)
|
||
|
{
|
||
|
auto v = std::make_shared<CSGVolume>();
|
||
|
v->load_mesh(mesh);
|
||
|
m_volumes.emplace_back(v);
|
||
|
}
|
||
|
|
||
|
void ShaderCSGDisplay::render_scene()
|
||
|
{
|
||
|
GLfloat color[] = {1.f, 1.f, 0.f, 0.f};
|
||
|
glColor4fv(color);
|
||
|
glDepthFunc(GL_LESS);
|
||
|
for (auto &v : m_volumes) v->render();
|
||
|
glFlush();
|
||
|
}
|
||
|
|
||
|
void ShaderCSGDisplay::on_scene_updated(const Scene &scene)
|
||
|
{
|
||
|
// TriangleMesh mesh = print->objects().front()->hollowed_interior_mesh();
|
||
|
// Look at CSGDisplay::on_scene_updated to see how its done there.
|
||
|
|
||
|
const SLAPrint *print = scene.get_print();
|
||
|
if (!print) return;
|
||
|
|
||
|
m_volumes.clear();
|
||
|
|
||
|
for (const SLAPrintObject *po : print->objects()) {
|
||
|
const ModelObject *mo = po->model_object();
|
||
|
TriangleMesh msh = mo->raw_mesh();
|
||
|
|
||
|
sla::DrainHoles holedata = mo->sla_drain_holes;
|
||
|
|
||
|
for (const ModelInstance *mi : mo->instances) {
|
||
|
|
||
|
TriangleMesh mshinst = msh;
|
||
|
auto interior = po->hollowed_interior_mesh();
|
||
|
interior.transform(po->trafo().inverse());
|
||
|
|
||
|
mshinst.merge(interior);
|
||
|
mshinst.require_shared_vertices();
|
||
|
|
||
|
mi->transform_mesh(&mshinst);
|
||
|
|
||
|
auto bb = mshinst.bounding_box();
|
||
|
auto center = bb.center().cast<float>();
|
||
|
mshinst.translate(-center);
|
||
|
|
||
|
mshinst.require_shared_vertices();
|
||
|
add_mesh(mshinst);
|
||
|
}
|
||
|
|
||
|
for (const sla::DrainHole &holept : holedata) {
|
||
|
TriangleMesh holemesh = sla::to_triangle_mesh(holept.to_mesh());
|
||
|
holemesh.require_shared_vertices();
|
||
|
add_mesh(holemesh);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
repaint();
|
||
|
}
|
||
|
|
||
|
}} // namespace Slic3r::GL
|