60 lines
2.0 KiB
C++
60 lines
2.0 KiB
C++
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#ifndef slic3r_ExtrusionSimulator_hpp_
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#define slic3r_ExtrusionSimulator_hpp_
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#include "libslic3r.h"
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#include "ExtrusionEntity.hpp"
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#include "BoundingBox.hpp"
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namespace Slic3r {
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enum ExtrusionSimulationType
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{
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ExtrusionSimulationSimple,
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ExtrusionSimulationDontSpread,
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ExtrisopmSimulationSpreadNotOverfilled,
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ExtrusionSimulationSpreadFull,
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ExtrusionSimulationSpreadExcess,
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};
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// An opaque class, to keep the boost stuff away from the header.
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class ExtrusionSimulatorImpl;
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class ExtrusionSimulator
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{
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public:
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ExtrusionSimulator();
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~ExtrusionSimulator();
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// Size of the image, that will be returned by image_ptr().
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// The image may be bigger than the viewport as many graphics drivers
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// expect the size of a texture to be rounded to a power of two.
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void set_image_size(const Point &image_size);
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// Which part of the image shall be rendered to?
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void set_viewport(const BoundingBox &viewport);
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// Shift and scale of the rendered extrusion paths into the viewport.
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void set_bounding_box(const BoundingBox &bbox);
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// Reset the extrusion accumulator to zero for all buckets.
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void reset_accumulator();
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// Paint a thick path into an extrusion buffer.
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// A simple implementation is provided now, splatting a rectangular extrusion for each linear segment.
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// In the future, spreading and suqashing of a material will be simulated.
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void extrude_to_accumulator(const ExtrusionPath &path, const Point &shift, ExtrusionSimulationType simulationType);
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// Evaluate the content of the accumulator and paint it into the viewport.
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// After this call the image_ptr() call will return a valid image.
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void evaluate_accumulator(ExtrusionSimulationType simulationType);
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// An RGBA image of image_size, to be loaded into a GPU texture.
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const void* image_ptr() const;
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private:
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Point image_size;
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BoundingBox viewport;
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BoundingBox bbox;
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ExtrusionSimulatorImpl *pimpl;
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};
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}
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#endif /* slic3r_ExtrusionSimulator_hpp_ */
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