3DScene::Resize() method moved to c++
This commit is contained in:
parent
a73cb45792
commit
0c1655b884
@ -194,10 +194,6 @@ sub new {
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$self->background(1);
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$self->_quat((0, 0, 0, 1));
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#==============================================================================================================================
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Slic3r::GUI::_3DScene::set_camera_theta($self, 45.0);
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Slic3r::GUI::_3DScene::set_camera_phi($self, 45.0);
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Slic3r::GUI::_3DScene::set_camera_zoom($self, 1.0);
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# $self->_stheta(45);
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# $self->_sphi(45);
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# $self->_zoom(1);
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@ -210,6 +206,9 @@ sub new {
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# Collection of GLVolume objects
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$self->volumes(Slic3r::GUI::_3DScene::GLVolume::Collection->new);
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#==============================================================================================================================
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Slic3r::GUI::_3DScene::set_volumes($self, $self->volumes);
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#==============================================================================================================================
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# 3D point in model space
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#==============================================================================================================================
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@ -217,8 +216,6 @@ sub new {
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## $self->_camera_type('perspective');
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#==============================================================================================================================
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#==============================================================================================================================
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Slic3r::GUI::_3DScene::set_camera_target($self, Slic3r::Pointf3->new(0,0,0));
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Slic3r::GUI::_3DScene::set_camera_distance($self, 0.0);
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# $self->_camera_target(Slic3r::Pointf3->new(0,0,0));
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# $self->_camera_distance(0.);
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#==============================================================================================================================
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@ -969,9 +966,13 @@ sub bed_bounding_box {
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sub max_bounding_box {
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my ($self) = @_;
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my $bb = $self->bed_bounding_box;
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$bb->merge($self->volumes_bounding_box);
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return $bb;
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#==============================================================================================================================
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return Slic3r::GUI::_3DScene::get_max_bounding_box($self);
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# my $bb = $self->bed_bounding_box;
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# $bb->merge($self->volumes_bounding_box);
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# return $bb;
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#==============================================================================================================================
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}
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# Used by ObjectCutDialog and ObjectPartsPanel to generate a rectangular ground plane
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@ -1000,6 +1001,9 @@ sub set_bed_shape {
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my ($self, $bed_shape) = @_;
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$self->bed_shape($bed_shape);
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#==============================================================================================================================
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Slic3r::GUI::_3DScene::set_bed_shape($self, $bed_shape);
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#==============================================================================================================================
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# triangulate bed
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my $expolygon = Slic3r::ExPolygon->new([ map [map scale($_), @$_], @$bed_shape ]);
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@ -1247,62 +1251,47 @@ sub UseVBOs {
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sub Resize {
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my ($self, $x, $y) = @_;
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return unless $self->GetContext;
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#==============================================================================================================================
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Slic3r::GUI::_3DScene::set_dirty($self, 0);
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Slic3r::GUI::_3DScene::resize($self, $x, $y);
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# return unless $self->GetContext;
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# $self->_dirty(0);
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#==============================================================================================================================
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$self->SetCurrent($self->GetContext);
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glViewport(0, 0, $x, $y);
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#==============================================================================================================================
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my $zoom = Slic3r::GUI::_3DScene::get_camera_zoom($self);
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$x /= $zoom;
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$y /= $zoom;
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#
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# $self->SetCurrent($self->GetContext);
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# glViewport(0, 0, $x, $y);
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#
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# $x /= $self->_zoom;
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# $y /= $self->_zoom;
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#==============================================================================================================================
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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#==============================================================================================================================
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my $camera_type = Slic3r::GUI::_3DScene::get_camera_type_as_string($self);
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if ($camera_type eq 'ortho') {
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#
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# glMatrixMode(GL_PROJECTION);
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# glLoadIdentity();
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# if ($self->_camera_type eq 'ortho') {
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#==============================================================================================================================
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#FIXME setting the size of the box 10x larger than necessary
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# is only a workaround for an incorrectly set camera.
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# This workaround harms Z-buffer accuracy!
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# my $depth = 1.05 * $self->max_bounding_box->radius();
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my $depth = 5.0 * max(@{ $self->max_bounding_box->size });
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glOrtho(
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-$x/2, $x/2, -$y/2, $y/2,
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-$depth, $depth,
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);
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} else {
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#==============================================================================================================================
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die "Invalid camera type: ", $camera_type, "\n" if ($camera_type ne 'perspective');
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# #FIXME setting the size of the box 10x larger than necessary
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# # is only a workaround for an incorrectly set camera.
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# # This workaround harms Z-buffer accuracy!
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## my $depth = 1.05 * $self->max_bounding_box->radius();
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# my $depth = 5.0 * max(@{ $self->max_bounding_box->size });
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# glOrtho(
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# -$x/2, $x/2, -$y/2, $y/2,
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# -$depth, $depth,
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# );
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# } else {
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# die "Invalid camera type: ", $self->_camera_type, "\n" if ($self->_camera_type ne 'perspective');
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#==============================================================================================================================
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my $bbox_r = $self->max_bounding_box->radius();
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my $fov = PI * 45. / 180.;
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my $fov_tan = tan(0.5 * $fov);
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my $cam_distance = 0.5 * $bbox_r / $fov_tan;
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#==============================================================================================================================
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Slic3r::GUI::_3DScene::set_camera_distance($self, $cam_distance);
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# my $bbox_r = $self->max_bounding_box->radius();
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# my $fov = PI * 45. / 180.;
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# my $fov_tan = tan(0.5 * $fov);
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# my $cam_distance = 0.5 * $bbox_r / $fov_tan;
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# $self->_camera_distance($cam_distance);
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# my $nr = $cam_distance - $bbox_r * 1.1;
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# my $fr = $cam_distance + $bbox_r * 1.1;
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# $nr = 1 if ($nr < 1);
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# $fr = $nr + 1 if ($fr < $nr + 1);
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# my $h2 = $fov_tan * $nr;
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# my $w2 = $h2 * $x / $y;
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# glFrustum(-$w2, $w2, -$h2, $h2, $nr, $fr);
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# }
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# glMatrixMode(GL_MODELVIEW);
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#==============================================================================================================================
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my $nr = $cam_distance - $bbox_r * 1.1;
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my $fr = $cam_distance + $bbox_r * 1.1;
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$nr = 1 if ($nr < 1);
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$fr = $nr + 1 if ($fr < $nr + 1);
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my $h2 = $fov_tan * $nr;
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my $w2 = $h2 * $x / $y;
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glFrustum(-$w2, $w2, -$h2, $h2, $nr, $fr);
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}
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glMatrixMode(GL_MODELVIEW);
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}
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sub InitGL {
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@ -1742,6 +1742,36 @@ void _3DScene::remove_all_canvases()
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s_canvas_mgr.remove_all();
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}
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void _3DScene::resize(wxGLCanvas* canvas, unsigned int w, unsigned int h)
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{
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s_canvas_mgr.resize(canvas, w, h);
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}
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bool _3DScene::is_shown_on_screen(wxGLCanvas* canvas)
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{
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return s_canvas_mgr.is_shown_on_screen(canvas);
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}
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GLVolumeCollection* _3DScene::get_volumes(wxGLCanvas* canvas)
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{
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return s_canvas_mgr.get_volumes(canvas);
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}
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void _3DScene::set_volumes(wxGLCanvas* canvas, GLVolumeCollection* volumes)
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{
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s_canvas_mgr.set_volumes(canvas, volumes);
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}
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void _3DScene::set_bed_shape(wxGLCanvas* canvas, const Pointfs& shape)
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{
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return s_canvas_mgr.set_bed_shape(canvas, shape);
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}
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BoundingBoxf3 _3DScene::get_max_bounding_box(wxGLCanvas* canvas)
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{
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return s_canvas_mgr.get_max_bounding_box(canvas);
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}
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bool _3DScene::is_dirty(wxGLCanvas* canvas)
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{
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return s_canvas_mgr.is_dirty(canvas);
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@ -1752,11 +1782,6 @@ void _3DScene::set_dirty(wxGLCanvas* canvas, bool dirty)
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s_canvas_mgr.set_dirty(canvas, dirty);
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}
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bool _3DScene::is_shown_on_screen(wxGLCanvas* canvas)
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{
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return s_canvas_mgr.is_shown_on_screen(canvas);
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}
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unsigned int _3DScene::get_camera_type(wxGLCanvas* canvas)
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{
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return s_canvas_mgr.get_camera_type(canvas);
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@ -542,11 +542,20 @@ public:
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static bool remove_canvas(wxGLCanvas* canvas);
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static void remove_all_canvases();
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static bool is_dirty(wxGLCanvas* canvas);
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static void set_dirty(wxGLCanvas* canvas, bool dirty);
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static void resize(wxGLCanvas* canvas, unsigned int w, unsigned int h);
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static bool is_shown_on_screen(wxGLCanvas* canvas);
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static GLVolumeCollection* get_volumes(wxGLCanvas* canvas);
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static void set_volumes(wxGLCanvas* canvas, GLVolumeCollection* volumes);
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static void set_bed_shape(wxGLCanvas* canvas, const Pointfs& shape);
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static BoundingBoxf3 get_max_bounding_box(wxGLCanvas* canvas);
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static bool is_dirty(wxGLCanvas* canvas);
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static void set_dirty(wxGLCanvas* canvas, bool dirty);
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static unsigned int get_camera_type(wxGLCanvas* canvas);
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static void set_camera_type(wxGLCanvas* canvas, unsigned int type);
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static std::string get_camera_type_as_string(wxGLCanvas* canvas);
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@ -1,5 +1,7 @@
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#include "GLCanvas3D.hpp"
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#include "../../slic3r/GUI/3DScene.hpp"
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#include <wx/glcanvas.h>
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#include <iostream>
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@ -100,10 +102,37 @@ void GLCanvas3D::Camera::set_target(const Pointf3& target)
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m_target = target;
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}
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const Pointfs& GLCanvas3D::Bed::get_shape() const
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{
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return m_shape;
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}
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void GLCanvas3D::Bed::set_shape(const Pointfs& shape)
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{
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m_shape = shape;
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_calc_bounding_box();
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}
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const BoundingBoxf3& GLCanvas3D::Bed::get_bounding_box() const
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{
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return m_bounding_box;
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}
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void GLCanvas3D::Bed::_calc_bounding_box()
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{
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m_bounding_box = BoundingBoxf3();
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for (const Pointf& p : m_shape)
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{
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m_bounding_box.merge(Pointf3(p.x, p.y, 0.0));
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}
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}
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GLCanvas3D::GLCanvas3D(wxGLCanvas* canvas, wxGLContext* context)
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: m_canvas(canvas)
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, m_context(context)
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, m_volumes(nullptr)
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, m_dirty(true)
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, m_apply_zoom_to_volumes_filter(false)
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{
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}
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@ -113,6 +142,94 @@ void GLCanvas3D::set_current()
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m_canvas->SetCurrent(*m_context);
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}
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bool GLCanvas3D::is_shown_on_screen() const
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{
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return (m_canvas != nullptr) ? m_canvas->IsShownOnScreen() : false;
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}
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void GLCanvas3D::resize(unsigned int w, unsigned int h)
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{
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if (m_context == nullptr)
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return;
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set_current();
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::glViewport(0, 0, w, h);
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::glMatrixMode(GL_PROJECTION);
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::glLoadIdentity();
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BoundingBoxf3 bbox = max_bounding_box();
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switch (get_camera_type())
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{
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case Camera::CT_Ortho:
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{
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float w2 = w;
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float h2 = h;
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float two_zoom = 2.0f * get_camera_zoom();
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if (two_zoom != 0.0f)
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{
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float inv_two_zoom = 1.0f / two_zoom;
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w2 *= inv_two_zoom;
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h2 *= inv_two_zoom;
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}
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// FIXME: calculate a tighter value for depth will improve z-fighting
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Pointf3 bb_size = bbox.size();
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float depth = 5.0f * (float)std::max(bb_size.x, std::max(bb_size.y, bb_size.z));
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::glOrtho(-w2, w2, -h2, h2, -depth, depth);
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break;
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}
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case Camera::CT_Perspective:
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{
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float bbox_r = (float)bbox.radius();
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float fov = PI * 45.0f / 180.0f;
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float fov_tan = tan(0.5f * fov);
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float cam_distance = 0.5f * bbox_r / fov_tan;
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set_camera_distance(cam_distance);
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float nr = cam_distance - bbox_r * 1.1f;
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float fr = cam_distance + bbox_r * 1.1f;
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if (nr < 1.0f)
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nr = 1.0f;
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if (fr < nr + 1.0f)
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fr = nr + 1.0f;
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float h2 = fov_tan * nr;
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float w2 = h2 * w / h;
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::glFrustum(-w2, w2, -h2, h2, nr, fr);
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break;
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}
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default:
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{
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throw std::runtime_error("Invalid camera type.");
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break;
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}
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}
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::glMatrixMode(GL_MODELVIEW);
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set_dirty(false);
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}
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GLVolumeCollection* GLCanvas3D::get_volumes()
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{
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return m_volumes;
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}
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void GLCanvas3D::set_volumes(GLVolumeCollection* volumes)
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{
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m_volumes = volumes;
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}
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void GLCanvas3D::set_bed_shape(const Pointfs& shape)
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{
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m_bed.set_shape(shape);
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}
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bool GLCanvas3D::is_dirty() const
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{
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return m_dirty;
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@ -123,11 +240,6 @@ void GLCanvas3D::set_dirty(bool dirty)
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m_dirty = dirty;
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}
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bool GLCanvas3D::is_shown_on_screen() const
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{
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return (m_canvas != nullptr) ? m_canvas->IsShownOnScreen() : false;
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}
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GLCanvas3D::Camera::EType GLCanvas3D::get_camera_type() const
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{
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return m_camera.get_type();
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@ -200,5 +312,48 @@ void GLCanvas3D::on_size(wxSizeEvent& evt)
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set_dirty(true);
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}
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BoundingBoxf3 GLCanvas3D::bed_bounding_box() const
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{
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return m_bed.get_bounding_box();
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}
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BoundingBoxf3 GLCanvas3D::volumes_bounding_box() const
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{
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BoundingBoxf3 bb;
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if (m_volumes != nullptr)
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{
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for (const GLVolume* volume : m_volumes->volumes)
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{
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if (!m_apply_zoom_to_volumes_filter || ((volume != nullptr) && volume->zoom_to_volumes))
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bb.merge(volume->transformed_bounding_box());
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}
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}
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return bb;
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}
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BoundingBoxf3 GLCanvas3D::max_bounding_box() const
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{
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BoundingBoxf3 bb = bed_bounding_box();
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bb.merge(volumes_bounding_box());
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return bb;
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}
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void GLCanvas3D::_zoom_to_bed()
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{
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_zoom_to_bounding_box(bed_bounding_box());
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}
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void GLCanvas3D::_zoom_to_volumes()
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{
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m_apply_zoom_to_volumes_filter = true;
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_zoom_to_bounding_box(volumes_bounding_box());
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m_apply_zoom_to_volumes_filter = false;
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}
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void GLCanvas3D::_zoom_to_bounding_box(const BoundingBoxf3& bbox)
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{
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// >>>>>>>>>>>>>>>>>>>> TODO <<<<<<<<<<<<<<<<<<<<<<<<
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}
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} // namespace GUI
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} // namespace Slic3r
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@ -1,13 +1,16 @@
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#ifndef slic3r_GLCanvas3D_hpp_
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#define slic3r_GLCanvas3D_hpp_
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#include "../../libslic3r/Point.hpp"
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#include "../../libslic3r/BoundingBox.hpp"
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class wxGLCanvas;
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class wxGLContext;
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class wxSizeEvent;
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namespace Slic3r {
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class GLVolumeCollection;
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namespace GUI {
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class GLCanvas3D
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@ -55,23 +58,49 @@ public:
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void set_target(const Pointf3& target);
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};
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class Bed
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{
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Pointfs m_shape;
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BoundingBoxf3 m_bounding_box;
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public:
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const Pointfs& get_shape() const;
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void set_shape(const Pointfs& shape);
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const BoundingBoxf3& get_bounding_box() const;
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private:
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void _calc_bounding_box();
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};
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private:
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wxGLCanvas* m_canvas;
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wxGLContext* m_context;
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Camera m_camera;
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Bed m_bed;
|
||||
|
||||
GLVolumeCollection* m_volumes;
|
||||
|
||||
bool m_dirty;
|
||||
bool m_apply_zoom_to_volumes_filter;
|
||||
|
||||
public:
|
||||
GLCanvas3D(wxGLCanvas* canvas, wxGLContext* context);
|
||||
|
||||
void set_current();
|
||||
|
||||
bool is_shown_on_screen() const;
|
||||
|
||||
void resize(unsigned int w, unsigned int h);
|
||||
|
||||
GLVolumeCollection* get_volumes();
|
||||
void set_volumes(GLVolumeCollection* volumes);
|
||||
|
||||
void set_bed_shape(const Pointfs& shape);
|
||||
|
||||
bool is_dirty() const;
|
||||
void set_dirty(bool dirty);
|
||||
|
||||
bool is_shown_on_screen() const;
|
||||
|
||||
Camera::EType get_camera_type() const;
|
||||
void set_camera_type(Camera::EType type);
|
||||
std::string get_camera_type_as_string() const;
|
||||
@ -92,6 +121,15 @@ public:
|
||||
void set_camera_target(const Pointf3& target);
|
||||
|
||||
void on_size(wxSizeEvent& evt);
|
||||
|
||||
BoundingBoxf3 bed_bounding_box() const;
|
||||
BoundingBoxf3 volumes_bounding_box() const;
|
||||
BoundingBoxf3 max_bounding_box() const;
|
||||
|
||||
private:
|
||||
void _zoom_to_bed();
|
||||
void _zoom_to_volumes();
|
||||
void _zoom_to_bounding_box(const BoundingBoxf3& bbox);
|
||||
};
|
||||
|
||||
} // namespace GUI
|
||||
|
@ -146,6 +146,45 @@ bool GLCanvas3DManager::layer_editing_allowed() const
|
||||
return m_layer_editing.allowed;
|
||||
}
|
||||
|
||||
bool GLCanvas3DManager::is_shown_on_screen(wxGLCanvas* canvas) const
|
||||
{
|
||||
CanvasesMap::const_iterator it = _get_canvas(canvas);
|
||||
return (it != m_canvases.end()) ? it->second->is_shown_on_screen() : false;
|
||||
}
|
||||
|
||||
void GLCanvas3DManager::resize(wxGLCanvas* canvas, unsigned int w, unsigned int h)
|
||||
{
|
||||
CanvasesMap::iterator it = _get_canvas(canvas);
|
||||
if (it != m_canvases.end())
|
||||
it->second->resize(w, h);
|
||||
}
|
||||
|
||||
GLVolumeCollection* GLCanvas3DManager::get_volumes(wxGLCanvas* canvas)
|
||||
{
|
||||
CanvasesMap::const_iterator it = _get_canvas(canvas);
|
||||
return (it != m_canvases.end()) ? it->second->get_volumes() : nullptr;
|
||||
}
|
||||
|
||||
void GLCanvas3DManager::set_volumes(wxGLCanvas* canvas, GLVolumeCollection* volumes)
|
||||
{
|
||||
CanvasesMap::iterator it = _get_canvas(canvas);
|
||||
if (it != m_canvases.end())
|
||||
it->second->set_volumes(volumes);
|
||||
}
|
||||
|
||||
void GLCanvas3DManager::set_bed_shape(wxGLCanvas* canvas, const Pointfs& shape)
|
||||
{
|
||||
CanvasesMap::iterator it = _get_canvas(canvas);
|
||||
if (it != m_canvases.end())
|
||||
it->second->set_bed_shape(shape);
|
||||
}
|
||||
|
||||
BoundingBoxf3 GLCanvas3DManager::get_max_bounding_box(wxGLCanvas* canvas)
|
||||
{
|
||||
CanvasesMap::const_iterator it = _get_canvas(canvas);
|
||||
return (it != m_canvases.end()) ? it->second->max_bounding_box() : BoundingBoxf3();
|
||||
}
|
||||
|
||||
bool GLCanvas3DManager::is_dirty(wxGLCanvas* canvas) const
|
||||
{
|
||||
CanvasesMap::const_iterator it = _get_canvas(canvas);
|
||||
@ -159,12 +198,6 @@ void GLCanvas3DManager::set_dirty(wxGLCanvas* canvas, bool dirty)
|
||||
it->second->set_dirty(dirty);
|
||||
}
|
||||
|
||||
bool GLCanvas3DManager::is_shown_on_screen(wxGLCanvas* canvas) const
|
||||
{
|
||||
CanvasesMap::const_iterator it = _get_canvas(canvas);
|
||||
return (it != m_canvases.end()) ? it->second->is_shown_on_screen() : false;
|
||||
}
|
||||
|
||||
unsigned int GLCanvas3DManager::get_camera_type(wxGLCanvas* canvas) const
|
||||
{
|
||||
CanvasesMap::const_iterator it = _get_canvas(canvas);
|
||||
|
@ -52,11 +52,20 @@ public:
|
||||
bool use_VBOs() const;
|
||||
bool layer_editing_allowed() const;
|
||||
|
||||
bool is_shown_on_screen(wxGLCanvas* canvas) const;
|
||||
|
||||
void resize(wxGLCanvas* canvas, unsigned int w, unsigned int h);
|
||||
|
||||
GLVolumeCollection* get_volumes(wxGLCanvas* canvas);
|
||||
void set_volumes(wxGLCanvas* canvas, GLVolumeCollection* volumes);
|
||||
|
||||
void set_bed_shape(wxGLCanvas* canvas, const Pointfs& shape);
|
||||
|
||||
BoundingBoxf3 get_max_bounding_box(wxGLCanvas* canvas);
|
||||
|
||||
bool is_dirty(wxGLCanvas* canvas) const;
|
||||
void set_dirty(wxGLCanvas* canvas, bool dirty);
|
||||
|
||||
bool is_shown_on_screen(wxGLCanvas* canvas) const;
|
||||
|
||||
unsigned int get_camera_type(wxGLCanvas* canvas) const;
|
||||
void set_camera_type(wxGLCanvas* canvas, unsigned int type);
|
||||
std::string get_camera_type_as_string(wxGLCanvas* canvas) const;
|
||||
|
@ -185,6 +185,44 @@ remove_all_canvases()
|
||||
CODE:
|
||||
_3DScene::remove_all_canvases();
|
||||
|
||||
void
|
||||
resize(canvas, w, h)
|
||||
SV *canvas;
|
||||
unsigned int w;
|
||||
unsigned int h;
|
||||
CODE:
|
||||
_3DScene::resize((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), w, h);
|
||||
|
||||
GLVolumeCollection*
|
||||
get_volumes(canvas)
|
||||
SV *canvas;
|
||||
CODE:
|
||||
RETVAL = _3DScene::get_volumes((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
|
||||
OUTPUT:
|
||||
RETVAL
|
||||
|
||||
void
|
||||
set_volumes(canvas, volumes)
|
||||
SV *canvas;
|
||||
GLVolumeCollection *volumes;
|
||||
CODE:
|
||||
_3DScene::set_volumes((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), volumes);
|
||||
|
||||
void
|
||||
set_bed_shape(canvas, shape)
|
||||
SV *canvas;
|
||||
Pointfs shape;
|
||||
CODE:
|
||||
_3DScene::set_bed_shape((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), shape);
|
||||
|
||||
Clone<BoundingBoxf3>
|
||||
get_max_bounding_box(canvas)
|
||||
SV *canvas;
|
||||
CODE:
|
||||
RETVAL = _3DScene::get_max_bounding_box((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
|
||||
OUTPUT:
|
||||
RETVAL
|
||||
|
||||
bool
|
||||
is_dirty(canvas)
|
||||
SV *canvas;
|
||||
|
Loading…
Reference in New Issue
Block a user