PrusaSlicer-NonPlainar/xs/src/slic3r/GUI/GLCanvas3D.hpp

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#ifndef slic3r_GLCanvas3D_hpp_
#define slic3r_GLCanvas3D_hpp_
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#include "../../libslic3r/BoundingBox.hpp"
#include "../../libslic3r/Utils.hpp"
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#include "../../libslic3r/ExPolygon.hpp"
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class wxGLCanvas;
class wxGLContext;
class wxTimer;
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class wxSizeEvent;
class wxIdleEvent;
class wxKeyEvent;
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class wxMouseEvent;
class wxTimerEvent;
class wxPaintEvent;
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namespace Slic3r {
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class GLVolumeCollection;
class GLVolume;
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class DynamicPrintConfig;
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class GLShader;
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class ExPolygon;
class Print;
class PrintObject;
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namespace GUI {
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class GeometryBuffer
{
std::vector<float> m_data;
public:
bool set_from_triangles(const Polygons& triangles, float z);
bool set_from_lines(const Lines& lines, float z);
const float* get_data() const;
unsigned int get_data_size() const;
};
class Size
{
int m_width;
int m_height;
public:
Size();
Size(int width, int height);
int get_width() const;
void set_width(int width);
int get_height() const;
void set_height(int height);
};
class Rect
{
float m_left;
float m_top;
float m_right;
float m_bottom;
public:
Rect();
Rect(float left, float top, float right, float bottom);
float get_left() const;
void set_left(float left);
float get_top() const;
void set_top(float top);
float get_right() const;
void set_right(float right);
float get_bottom() const;
void set_bottom(float bottom);
};
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class GLCanvas3D
{
public:
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struct Camera
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{
enum EType : unsigned char
{
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Unknown,
// Perspective,
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Ortho,
Num_types
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};
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EType type;
float zoom;
float phi;
// float distance;
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Pointf3 target;
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private:
float m_theta;
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public:
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Camera();
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std::string get_type_as_string() const;
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float get_theta() const;
void set_theta(float theta);
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};
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class Bed
{
Pointfs m_shape;
BoundingBoxf3 m_bounding_box;
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Polygon m_polygon;
GeometryBuffer m_triangles;
GeometryBuffer m_gridlines;
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public:
const Pointfs& get_shape() const;
void set_shape(const Pointfs& shape);
const BoundingBoxf3& get_bounding_box() const;
bool contains(const Point& point) const;
Point point_projection(const Point& point) const;
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void render() const;
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private:
void _calc_bounding_box();
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void _calc_triangles(const ExPolygon& poly);
void _calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox);
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};
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struct Axes
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{
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Pointf3 origin;
float length;
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Axes();
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void render() const;
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};
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class CuttingPlane
{
float m_z;
GeometryBuffer m_lines;
public:
CuttingPlane();
bool set(float z, const ExPolygons& polygons);
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void render(const BoundingBoxf3& bb) const;
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private:
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void _render_plane(const BoundingBoxf3& bb) const;
void _render_contour() const;
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};
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class Shader
{
GLShader* m_shader;
public:
Shader();
~Shader();
bool init(const std::string& vertex_shader_filename, const std::string& fragment_shader_filename);
bool is_initialized() const;
bool start_using() const;
void stop_using() const;
void set_uniform(const std::string& name, float value) const;
const GLShader* get_shader() const;
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private:
void _reset();
};
class LayersEditing
{
public:
enum EState : unsigned char
{
Unknown,
Editing,
Completed,
Num_States
};
private:
struct GLTextureData
{
unsigned int id;
int width;
int height;
GLTextureData();
GLTextureData(unsigned int id, int width, int height);
};
bool m_use_legacy_opengl;
bool m_enabled;
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Shader m_shader;
unsigned int m_z_texture_id;
mutable GLTextureData m_tooltip_texture;
mutable GLTextureData m_reset_texture;
public:
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EState state;
float band_width;
float strength;
int last_object_id;
float last_z;
unsigned int last_action;
LayersEditing();
~LayersEditing();
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bool init(const std::string& vertex_shader_filename, const std::string& fragment_shader_filename);
bool is_allowed() const;
void set_use_legacy_opengl(bool use_legacy_opengl);
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bool is_enabled() const;
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void set_enabled(bool enabled);
unsigned int get_z_texture_id() const;
void render(const GLCanvas3D& canvas, const PrintObject& print_object, const GLVolume& volume) const;
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int get_shader_program_id() const;
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static float get_cursor_z_relative(const GLCanvas3D& canvas);
static int get_first_selected_object_id(const GLVolumeCollection& volumes, unsigned int objects_count);
static bool bar_rect_contains(const GLCanvas3D& canvas, float x, float y);
static bool reset_rect_contains(const GLCanvas3D& canvas, float x, float y);
static Rect get_bar_rect_screen(const GLCanvas3D& canvas);
static Rect get_reset_rect_screen(const GLCanvas3D& canvas);
static Rect get_bar_rect_viewport(const GLCanvas3D& canvas);
static Rect get_reset_rect_viewport(const GLCanvas3D& canvas);
private:
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bool _is_initialized() const;
void _render_tooltip_texture(const GLCanvas3D& canvas, const Rect& bar_rect, const Rect& reset_rect) const;
void _render_reset_texture(const GLCanvas3D& canvas, const Rect& reset_rect) const;
void _render_active_object_annotations(const GLCanvas3D& canvas, const GLVolume& volume, const PrintObject& print_object, const Rect& bar_rect) const;
void _render_profile(const PrintObject& print_object, const Rect& bar_rect) const;
static GLTextureData _load_texture_from_file(const std::string& filename);
};
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struct Mouse
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{
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struct Drag
{
static const Point Invalid_2D_Point;
static const Pointf3 Invalid_3D_Point;
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Point start_position_2D;
Pointf3 start_position_3D;
Vectorf3 volume_center_offset;
int volume_idx;
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public:
Drag();
};
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bool dragging;
Pointf position;
Drag drag;
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Mouse();
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void set_start_position_2D_as_invalid();
void set_start_position_3D_as_invalid();
bool is_start_position_2D_defined() const;
bool is_start_position_3D_defined() const;
};
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private:
wxGLCanvas* m_canvas;
wxGLContext* m_context;
wxTimer* m_timer;
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Camera m_camera;
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Bed m_bed;
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Axes m_axes;
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CuttingPlane m_cutting_plane;
LayersEditing m_layers_editing;
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Shader m_shader;
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Mouse m_mouse;
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GLVolumeCollection* m_volumes;
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DynamicPrintConfig* m_config;
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Print* m_print;
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bool m_dirty;
bool m_use_VBOs;
bool m_late_init;
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bool m_apply_zoom_to_volumes_filter;
mutable int m_hover_volume_id;
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bool m_warning_texture_enabled;
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bool m_legend_texture_enabled;
bool m_picking_enabled;
bool m_moving_enabled;
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bool m_shader_enabled;
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bool m_multisample_allowed;
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PerlCallback m_on_viewport_changed_callback;
PerlCallback m_on_double_click_callback;
PerlCallback m_on_right_click_callback;
PerlCallback m_on_select_callback;
PerlCallback m_on_model_update_callback;
PerlCallback m_on_move_callback;
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public:
GLCanvas3D(wxGLCanvas* canvas, wxGLContext* context);
~GLCanvas3D();
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bool init(bool useVBOs, bool use_legacy_opengl);
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bool set_current();
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bool is_shown_on_screen() const;
void set_volumes(GLVolumeCollection* volumes);
void reset_volumes();
void deselect_volumes();
void select_volume(unsigned int id);
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void set_config(DynamicPrintConfig* config);
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void set_print(Print* print);
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// Set the bed shape to a single closed 2D polygon(array of two element arrays),
// triangulate the bed and store the triangles into m_bed.m_triangles,
// fills the m_bed.m_grid_lines and sets m_bed.m_origin.
// Sets m_bed.m_polygon to limit the object placement.
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void set_bed_shape(const Pointfs& shape);
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// Used by ObjectCutDialog and ObjectPartsPanel to generate a rectangular ground plane to support the scene objects.
void set_auto_bed_shape();
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void set_axes_length(float length);
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void set_cutting_plane(float z, const ExPolygons& polygons);
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float get_camera_zoom() const;
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BoundingBoxf3 volumes_bounding_box() const;
bool is_layers_editing_enabled() const;
bool is_layers_editing_allowed() const;
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void enable_layers_editing(bool enable);
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void enable_warning_texture(bool enable);
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void enable_legend_texture(bool enable);
void enable_picking(bool enable);
void enable_moving(bool enable);
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void enable_shader(bool enable);
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void allow_multisample(bool allow);
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void zoom_to_bed();
void zoom_to_volumes();
void select_view(const std::string& direction);
void set_viewport_from_scene(const GLCanvas3D& other);
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void update_volumes_colors_by_extruder();
void render();
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void render_texture(unsigned int tex_id, float left, float right, float bottom, float top) const;
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void register_on_viewport_changed_callback(void* callback);
void register_on_double_click_callback(void* callback);
void register_on_right_click_callback(void* callback);
void register_on_select_callback(void* callback);
void register_on_model_update_callback(void* callback);
void register_on_move_callback(void* callback);
void on_size(wxSizeEvent& evt);
void on_idle(wxIdleEvent& evt);
void on_char(wxKeyEvent& evt);
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void on_mouse_wheel(wxMouseEvent& evt);
void on_timer(wxTimerEvent& evt);
void on_mouse(wxMouseEvent& evt);
void on_paint(wxPaintEvent& evt);
Size get_canvas_size() const;
Point get_local_mouse_position() const;
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private:
void _late_init();
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void _resize(unsigned int w, unsigned int h);
BoundingBoxf3 _max_bounding_box() const;
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void _zoom_to_bounding_box(const BoundingBoxf3& bbox);
float _get_zoom_to_bounding_box_factor(const BoundingBoxf3& bbox) const;
void _deregister_callbacks();
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void _mark_volumes_for_layer_height() const;
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void _refresh_if_shown_on_screen();
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void _camera_tranform() const;
void _picking_pass() const;
void _render_background() const;
void _render_bed() const;
void _render_axes() const;
void _render_objects() const;
void _render_cutting_plane() const;
void _render_warning_texture() const;
void _render_legend_texture() const;
void _render_layer_editing_overlay() const;
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void _render_volumes(bool fake_colors) const;
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float _get_layers_editing_cursor_z_relative() const;
int _get_layers_editing_first_selected_object_id(unsigned int objects_count) const;
void _perform_layer_editing_action(wxMouseEvent* evt = nullptr);
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bool _bar_rect_contains(float x, float y) const;
bool _reset_rect_contains(float x, float y) const;
// Convert the screen space coordinate to an object space coordinate.
// If the Z screen space coordinate is not provided, a depth buffer value is substituted.
Pointf3 _mouse_to_3d(const Point& mouse_pos, float* z = nullptr);
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void _start_timer();
void _stop_timer();
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};
} // namespace GUI
} // namespace Slic3r
#endif // slic3r_GLCanvas3D_hpp_