SlaSupports gizmo - most of updating now assumes that common data struct is updated properly
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@ -366,6 +366,7 @@ bool CommonGizmosData::update_from_backend(GLCanvas3D& canvas, ModelObject* mode
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m_model_object_id = m_model_object->id();
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if (m_mesh != m_old_mesh) {
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wxBusyCursor wait;
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m_mesh_raycaster.reset(new MeshRaycaster(*m_mesh));
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m_object_clipper.reset();
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m_supports_clipper.reset();
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@ -63,30 +63,7 @@ bool GLGizmoSlaSupports::on_init()
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void GLGizmoSlaSupports::set_sla_support_data(ModelObject* model_object, const Selection& selection)
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{
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return;
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if (! model_object || selection.is_empty()) {
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m_c->m_model_object = nullptr;
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return;
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}
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bool something_changed = false;
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if (m_c->m_model_object != model_object
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|| m_c->m_model_object_id != model_object->id()
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|| m_c->m_active_instance != selection.get_instance_idx()) {
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m_c->m_model_object = model_object;
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m_c->m_print_object_idx = -1;
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m_c->m_active_instance = selection.get_instance_idx();
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something_changed = true;
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}
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if (model_object && selection.is_from_single_instance())
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{
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// Cache the bb - it's needed for dealing with the clipping plane quite often
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// It could be done inside update_mesh but one has to account for scaling of the instance.
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if (something_changed) {
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m_c->m_active_instance_bb_radius = m_c->m_model_object->instance_bounding_box(m_c->m_active_instance).radius();
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if (m_c->recent_update) {
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if (m_state == On) {
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m_parent.toggle_model_objects_visibility(false);
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m_parent.toggle_model_objects_visibility(/*! m_c->m_cavity_mesh*/ true, m_c->m_model_object, m_c->m_active_instance);
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@ -94,14 +71,14 @@ void GLGizmoSlaSupports::set_sla_support_data(ModelObject* model_object, const S
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}
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else
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m_parent.toggle_model_objects_visibility(true, nullptr, -1);
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}
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if (is_mesh_update_necessary()) {
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update_mesh();
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disable_editing_mode();
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if (m_c->m_model_object)
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reload_cache();
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}
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// If we triggered autogeneration before, check backend and fetch results if they are there
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if (m_c->m_model_object) {
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if (m_c->m_model_object->sla_points_status == sla::PointsStatus::Generating)
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get_data_from_backend();
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}
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@ -122,9 +99,6 @@ void GLGizmoSlaSupports::on_render() const
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return;
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}
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if (! m_its || ! m_c->m_mesh)
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const_cast<GLGizmoSlaSupports*>(this)->update_mesh();
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glsafe(::glEnable(GL_BLEND));
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glsafe(::glEnable(GL_DEPTH_TEST));
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@ -418,41 +392,12 @@ bool GLGizmoSlaSupports::is_mesh_point_clipped(const Vec3d& point) const
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bool GLGizmoSlaSupports::is_mesh_update_necessary() const
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{
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return ((m_state == On) && (m_c->m_model_object != nullptr) && !m_c->m_model_object->instances.empty())
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&& ((m_c->m_model_object->id() != m_c->m_model_object_id) || m_its == nullptr);
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}
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void GLGizmoSlaSupports::update_mesh()
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{
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if (! m_c->m_model_object)
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return;
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wxBusyCursor wait;
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// this way we can use that mesh directly.
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// This mesh does not account for the possible Z up SLA offset.
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m_c->m_mesh = &m_c->m_model_object->volumes.front()->mesh();
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m_its = &m_c->m_mesh->its;
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// If this is different mesh than last time or if the AABB tree is uninitialized, recalculate it.
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if (m_c->m_model_object_id != m_c->m_model_object->id() || ! m_c->m_mesh_raycaster)
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m_c->m_mesh_raycaster.reset(new MeshRaycaster(*m_c->mesh()));
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m_c->m_model_object_id = m_c->m_model_object->id();
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disable_editing_mode();
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}
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// Unprojects the mouse position on the mesh and saves hit point and normal of the facet into pos_and_normal
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// Return false if no intersection was found, true otherwise.
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bool GLGizmoSlaSupports::unproject_on_mesh(const Vec2d& mouse_pos, std::pair<Vec3f, Vec3f>& pos_and_normal)
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{
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// if the gizmo doesn't have the V, F structures for igl, calculate them first:
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if (! m_c->m_mesh_raycaster)
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update_mesh();
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return false;
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const Camera& camera = m_parent.get_camera();
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const Selection& selection = m_parent.get_selection();
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@ -1045,8 +990,6 @@ void GLGizmoSlaSupports::on_set_state()
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if (m_state == On && m_old_state != On) { // the gizmo was just turned on
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Plater::TakeSnapshot snapshot(wxGetApp().plater(), _(L("SLA gizmo turned on")));
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if (is_mesh_update_necessary())
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update_mesh();
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// we'll now reload support points:
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if (m_c->m_model_object)
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@ -91,8 +91,6 @@ private:
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void render_points(const Selection& selection, bool picking = false) const;
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void render_clipping_plane(const Selection& selection) const;
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void render_hollowed_mesh() const;
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bool is_mesh_update_necessary() const;
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void update_mesh();
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bool unsaved_changes() const;
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bool m_lock_unique_islands = false;
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