From 4fcbb7314119f57a04210dcac5a6c1af2e40f558 Mon Sep 17 00:00:00 2001 From: Enrico Turri Date: Thu, 21 Jun 2018 12:21:51 +0200 Subject: [PATCH] Cleanup of perl code --- lib/Slic3r/GUI/3DScene.pm | 2163 +---------------------------------- lib/Slic3r/GUI/Plater/3D.pm | 257 ----- 2 files changed, 1 insertion(+), 2419 deletions(-) diff --git a/lib/Slic3r/GUI/3DScene.pm b/lib/Slic3r/GUI/3DScene.pm index 157e7229c..23decaa37 100644 --- a/lib/Slic3r/GUI/3DScene.pm +++ b/lib/Slic3r/GUI/3DScene.pm @@ -16,102 +16,10 @@ use strict; use warnings; use Wx qw(wxTheApp :timer :bitmap :icon :dialog); -#============================================================================================================================== -#use Wx::Event qw(EVT_PAINT EVT_SIZE EVT_ERASE_BACKGROUND EVT_IDLE EVT_MOUSEWHEEL EVT_MOUSE_EVENTS EVT_CHAR EVT_TIMER); # must load OpenGL *before* Wx::GLCanvas use OpenGL qw(:glconstants :glfunctions :glufunctions :gluconstants); use base qw(Wx::GLCanvas Class::Accessor); -#============================================================================================================================== -#use Math::Trig qw(asin tan); -#use List::Util qw(reduce min max first); -#use Slic3r::Geometry qw(X Y normalize scale unscale scaled_epsilon); -#use Slic3r::Geometry::Clipper qw(offset_ex intersection_pl JT_ROUND); -#============================================================================================================================== use Wx::GLCanvas qw(:all); -#============================================================================================================================== -#use Slic3r::Geometry qw(PI); -#============================================================================================================================== - -# volumes: reference to vector of Slic3r::GUI::3DScene::Volume. -#============================================================================================================================== -#__PACKAGE__->mk_accessors( qw(_quat _dirty init -# enable_picking -# enable_moving -# use_plain_shader -# on_viewport_changed -# on_hover -# on_select -# on_double_click -# on_right_click -# on_move -# on_model_update -# volumes -# _sphi _stheta -# cutting_plane_z -# cut_lines_vertices -# bed_shape -# bed_triangles -# bed_grid_lines -# bed_polygon -# background -# origin -# _mouse_pos -# _hover_volume_idx -# -# _drag_volume_idx -# _drag_start_pos -# _drag_volume_center_offset -# _drag_start_xy -# _dragged -# -# _layer_height_edited -# -# _camera_type -# _camera_target -# _camera_distance -# _zoom -# -# _legend_enabled -# _warning_enabled -# _apply_zoom_to_volumes_filter -# _mouse_dragging -# -# ) ); -# -#use constant TRACKBALLSIZE => 0.8; -#use constant TURNTABLE_MODE => 1; -#use constant GROUND_Z => -0.02; -## For mesh selection: Not selected - bright yellow. -#use constant DEFAULT_COLOR => [1,1,0]; -## For mesh selection: Selected - bright green. -#use constant SELECTED_COLOR => [0,1,0,1]; -## For mesh selection: Mouse hovers over the object, but object not selected yet - dark green. -#use constant HOVER_COLOR => [0.4,0.9,0,1]; -# -## phi / theta angles to orient the camera. -#use constant VIEW_DEFAULT => [45.0,45.0]; -#use constant VIEW_LEFT => [90.0,90.0]; -#use constant VIEW_RIGHT => [-90.0,90.0]; -#use constant VIEW_TOP => [0.0,0.0]; -#use constant VIEW_BOTTOM => [0.0,180.0]; -#use constant VIEW_FRONT => [0.0,90.0]; -#use constant VIEW_REAR => [180.0,90.0]; -# -#use constant MANIPULATION_IDLE => 0; -#use constant MANIPULATION_DRAGGING => 1; -#use constant MANIPULATION_LAYER_HEIGHT => 2; -# -#use constant GIMBALL_LOCK_THETA_MAX => 180; -# -#use constant VARIABLE_LAYER_THICKNESS_BAR_WIDTH => 70; -#use constant VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT => 22; -# -## make OpenGL::Array thread-safe -#{ -# no warnings 'redefine'; -# *OpenGL::Array::CLONE_SKIP = sub { 1 }; -#} -#============================================================================================================================== sub new { my ($class, $parent) = @_; @@ -135,2097 +43,28 @@ sub new { # we request a depth buffer explicitely because it looks like it's not created by # default on Linux, causing transparency issues my $self = $class->SUPER::new($parent, -1, Wx::wxDefaultPosition, Wx::wxDefaultSize, 0, "", $attrib); -#============================================================================================================================== -# if (Wx::wxVERSION >= 3.000003) { -# # Wx 3.0.3 contains an ugly hack to support some advanced OpenGL attributes through the attribute list. -# # The attribute list is transferred between the wxGLCanvas and wxGLContext constructors using a single static array s_wglContextAttribs. -# # Immediatelly force creation of the OpenGL context to consume the static variable s_wglContextAttribs. -# $self->GetContext(); -# } -#============================================================================================================================== -#============================================================================================================================== Slic3r::GUI::_3DScene::add_canvas($self); Slic3r::GUI::_3DScene::allow_multisample($self, $can_multisample); -# my $context = $self->GetContext; -# $self->SetCurrent($context); -# Slic3r::GUI::_3DScene::add_canvas($self, $context); -# -# $self->{can_multisample} = $can_multisample; -# $self->background(1); -# $self->_quat((0, 0, 0, 1)); -# $self->_stheta(45); -# $self->_sphi(45); -# $self->_zoom(1); -# $self->_legend_enabled(0); -# $self->_warning_enabled(0); -# $self->use_plain_shader(0); -# $self->_apply_zoom_to_volumes_filter(0); -# $self->_mouse_dragging(0); -# -# # Collection of GLVolume objects -# $self->volumes(Slic3r::GUI::_3DScene::GLVolume::Collection->new); -# -# # 3D point in model space -# $self->_camera_type('ortho'); -## $self->_camera_type('perspective'); -# $self->_camera_target(Slic3r::Pointf3->new(0,0,0)); -# $self->_camera_distance(0.); -# $self->layer_editing_enabled(0); -# $self->{layer_height_edit_band_width} = 2.; -# $self->{layer_height_edit_strength} = 0.005; -# $self->{layer_height_edit_last_object_id} = -1; -# $self->{layer_height_edit_last_z} = 0.; -# $self->{layer_height_edit_last_action} = 0; -# -# $self->reset_objects; -# -# EVT_PAINT($self, sub { -# my $dc = Wx::PaintDC->new($self); -# $self->Render($dc); -# }); -# EVT_SIZE($self, sub { $self->_dirty(1) }); -# EVT_IDLE($self, sub { -# return unless $self->_dirty; -# return if !$self->IsShownOnScreen; -# $self->Resize( $self->GetSizeWH ); -# $self->Refresh; -# }); -# EVT_MOUSEWHEEL($self, \&mouse_wheel_event); -# EVT_MOUSE_EVENTS($self, \&mouse_event); -## EVT_KEY_DOWN($self, sub { -# EVT_CHAR($self, sub { -# my ($s, $event) = @_; -# if ($event->HasModifiers) { -# $event->Skip; -# } else { -# my $key = $event->GetKeyCode; -# if ($key == ord('0')) { -# $self->select_view('iso'); -# } elsif ($key == ord('1')) { -# $self->select_view('top'); -# } elsif ($key == ord('2')) { -# $self->select_view('bottom'); -# } elsif ($key == ord('3')) { -# $self->select_view('front'); -# } elsif ($key == ord('4')) { -# $self->select_view('rear'); -# } elsif ($key == ord('5')) { -# $self->select_view('left'); -# } elsif ($key == ord('6')) { -# $self->select_view('right'); -# } elsif ($key == ord('z')) { -# $self->zoom_to_volumes; -# } elsif ($key == ord('b')) { -# $self->zoom_to_bed; -# } else { -# $event->Skip; -# } -# } -# }); -# -# $self->{layer_height_edit_timer_id} = &Wx::NewId(); -# $self->{layer_height_edit_timer} = Wx::Timer->new($self, $self->{layer_height_edit_timer_id}); -# EVT_TIMER($self, $self->{layer_height_edit_timer_id}, sub { -# my ($self, $event) = @_; -# return if $self->_layer_height_edited != 1; -# $self->_variable_layer_thickness_action(undef); -# }); -#============================================================================================================================== return $self; } -#============================================================================================================================== -#sub set_legend_enabled { -# my ($self, $value) = @_; -# $self->_legend_enabled($value); -#} -# -#sub set_warning_enabled { -# my ($self, $value) = @_; -# $self->_warning_enabled($value); -#} -#============================================================================================================================== - sub Destroy { my ($self) = @_; -#============================================================================================================================== Slic3r::GUI::_3DScene::remove_canvas($self); -# $self->{layer_height_edit_timer}->Stop; -# $self->DestroyGL; -#============================================================================================================================== return $self->SUPER::Destroy; } -#============================================================================================================================== -#sub layer_editing_enabled { -# my ($self, $value) = @_; -# if (@_ == 2) { -# $self->{layer_editing_enabled} = $value; -# if ($value) { -# if (! $self->{layer_editing_initialized}) { -# # Enabling the layer editing for the first time. This triggers compilation of the necessary OpenGL shaders. -# # If compilation fails, a message box is shown with the error codes. -# $self->SetCurrent($self->GetContext); -# my $shader = new Slic3r::GUI::_3DScene::GLShader; -# my $error_message; -# if (! $shader->load_from_text($self->_fragment_shader_variable_layer_height, $self->_vertex_shader_variable_layer_height)) { -# # Compilation or linking of the shaders failed. -# $error_message = "Cannot compile an OpenGL Shader, therefore the Variable Layer Editing will be disabled.\n\n" -# . $shader->last_error; -# $shader = undef; -# } else { -# $self->{layer_height_edit_shader} = $shader; -# ($self->{layer_preview_z_texture_id}) = glGenTextures_p(1); -# glBindTexture(GL_TEXTURE_2D, $self->{layer_preview_z_texture_id}); -# glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); -# glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); -# glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); -# glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); -# glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); -# glBindTexture(GL_TEXTURE_2D, 0); -# } -# if (defined($error_message)) { -# # Don't enable the layer editing tool. -# $self->{layer_editing_enabled} = 0; -# # 2 means failed -# $self->{layer_editing_initialized} = 2; -# # Show the error message. -# Wx::MessageBox($error_message, "Slic3r Error", wxOK | wxICON_EXCLAMATION, $self); -# } else { -# $self->{layer_editing_initialized} = 1; -# } -# } elsif ($self->{layer_editing_initialized} == 2) { -# # Initilization failed before. Don't try to initialize and disable layer editing. -# $self->{layer_editing_enabled} = 0; -# } -# } -# } -# return $self->{layer_editing_enabled}; -#} -# -#sub layer_editing_allowed { -# my ($self) = @_; -# # Allow layer editing if either the shaders were not initialized yet and we don't know -# # whether it will be possible to initialize them, -# # or if the initialization was done already and it failed. -# return ! (defined($self->{layer_editing_initialized}) && $self->{layer_editing_initialized} == 2); -#} -# -#sub _first_selected_object_id_for_variable_layer_height_editing { -# my ($self) = @_; -# for my $i (0..$#{$self->volumes}) { -# if ($self->volumes->[$i]->selected) { -# my $object_id = int($self->volumes->[$i]->select_group_id / 1000000); -# # Objects with object_id >= 1000 have a specific meaning, for example the wipe tower proxy. -# return ($object_id >= $self->{print}->object_count) ? -1 : $object_id -# if $object_id < 10000; -# } -# } -# return -1; -#} -# -## Returns an array with (left, top, right, bottom) of the variable layer thickness bar on the screen. -#sub _variable_layer_thickness_bar_rect_screen { -# my ($self) = @_; -# my ($cw, $ch) = $self->GetSizeWH; -# return ($cw - VARIABLE_LAYER_THICKNESS_BAR_WIDTH, 0, $cw, $ch - VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT); -#} -# -#sub _variable_layer_thickness_bar_rect_viewport { -# my ($self) = @_; -# my ($cw, $ch) = $self->GetSizeWH; -# return ((0.5*$cw-VARIABLE_LAYER_THICKNESS_BAR_WIDTH)/$self->_zoom, (-0.5*$ch+VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT)/$self->_zoom, $cw/(2*$self->_zoom), $ch/(2*$self->_zoom)); -#} -# -## Returns an array with (left, top, right, bottom) of the variable layer thickness bar on the screen. -#sub _variable_layer_thickness_reset_rect_screen { -# my ($self) = @_; -# my ($cw, $ch) = $self->GetSizeWH; -# return ($cw - VARIABLE_LAYER_THICKNESS_BAR_WIDTH, $ch - VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT, $cw, $ch); -#} -# -#sub _variable_layer_thickness_reset_rect_viewport { -# my ($self) = @_; -# my ($cw, $ch) = $self->GetSizeWH; -# return ((0.5*$cw-VARIABLE_LAYER_THICKNESS_BAR_WIDTH)/$self->_zoom, -$ch/(2*$self->_zoom), $cw/(2*$self->_zoom), (-0.5*$ch+VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT)/$self->_zoom); -#} -# -#sub _variable_layer_thickness_bar_rect_mouse_inside { -# my ($self, $mouse_evt) = @_; -# my ($bar_left, $bar_top, $bar_right, $bar_bottom) = $self->_variable_layer_thickness_bar_rect_screen; -# return $mouse_evt->GetX >= $bar_left && $mouse_evt->GetX <= $bar_right && $mouse_evt->GetY >= $bar_top && $mouse_evt->GetY <= $bar_bottom; -#} -# -#sub _variable_layer_thickness_reset_rect_mouse_inside { -# my ($self, $mouse_evt) = @_; -# my ($bar_left, $bar_top, $bar_right, $bar_bottom) = $self->_variable_layer_thickness_reset_rect_screen; -# return $mouse_evt->GetX >= $bar_left && $mouse_evt->GetX <= $bar_right && $mouse_evt->GetY >= $bar_top && $mouse_evt->GetY <= $bar_bottom; -#} -# -#sub _variable_layer_thickness_bar_mouse_cursor_z_relative { -# my ($self) = @_; -# my $mouse_pos = $self->ScreenToClientPoint(Wx::GetMousePosition()); -# my ($bar_left, $bar_top, $bar_right, $bar_bottom) = $self->_variable_layer_thickness_bar_rect_screen; -# return ($mouse_pos->x >= $bar_left && $mouse_pos->x <= $bar_right && $mouse_pos->y >= $bar_top && $mouse_pos->y <= $bar_bottom) ? -# # Inside the bar. -# ($bar_bottom - $mouse_pos->y - 1.) / ($bar_bottom - $bar_top - 1) : -# # Outside the bar. -# -1000.; -#} -# -#sub _variable_layer_thickness_action { -# my ($self, $mouse_event, $do_modification) = @_; -# # A volume is selected. Test, whether hovering over a layer thickness bar. -# return if $self->{layer_height_edit_last_object_id} == -1; -# if (defined($mouse_event)) { -# my ($bar_left, $bar_top, $bar_right, $bar_bottom) = $self->_variable_layer_thickness_bar_rect_screen; -# $self->{layer_height_edit_last_z} = unscale($self->{print}->get_object($self->{layer_height_edit_last_object_id})->size->z) -# * ($bar_bottom - $mouse_event->GetY - 1.) / ($bar_bottom - $bar_top); -# $self->{layer_height_edit_last_action} = $mouse_event->ShiftDown ? ($mouse_event->RightIsDown ? 3 : 2) : ($mouse_event->RightIsDown ? 0 : 1); -# } -# # Mark the volume as modified, so Print will pick its layer height profile? Where to mark it? -# # Start a timer to refresh the print? schedule_background_process() ? -# # The PrintObject::adjust_layer_height_profile() call adjusts the profile of its associated ModelObject, it does not modify the profile of the PrintObject itself. -# $self->{print}->get_object($self->{layer_height_edit_last_object_id})->adjust_layer_height_profile( -# $self->{layer_height_edit_last_z}, -# $self->{layer_height_edit_strength}, -# $self->{layer_height_edit_band_width}, -# $self->{layer_height_edit_last_action}); -# -# $self->volumes->[$self->{layer_height_edit_last_object_id}]->generate_layer_height_texture( -# $self->{print}->get_object($self->{layer_height_edit_last_object_id}), 1); -# $self->Refresh; -# # Automatic action on mouse down with the same coordinate. -# $self->{layer_height_edit_timer}->Start(100, wxTIMER_CONTINUOUS); -#} -# -#sub mouse_event { -# my ($self, $e) = @_; -# -# my $pos = Slic3r::Pointf->new($e->GetPositionXY); -# my $object_idx_selected = $self->{layer_height_edit_last_object_id} = ($self->layer_editing_enabled && $self->{print}) ? $self->_first_selected_object_id_for_variable_layer_height_editing : -1; -# -# $self->_mouse_dragging($e->Dragging); -# -# if ($e->Entering && (&Wx::wxMSW || $^O eq 'linux')) { -# # wxMSW needs focus in order to catch mouse wheel events -# $self->SetFocus; -# $self->_drag_start_xy(undef); -# } elsif ($e->LeftDClick) { -# if ($object_idx_selected != -1 && $self->_variable_layer_thickness_bar_rect_mouse_inside($e)) { -# } elsif ($self->on_double_click) { -# $self->on_double_click->(); -# } -# } elsif ($e->LeftDown || $e->RightDown) { -# # If user pressed left or right button we first check whether this happened -# # on a volume or not. -# my $volume_idx = $self->_hover_volume_idx // -1; -# $self->_layer_height_edited(0); -# if ($object_idx_selected != -1 && $self->_variable_layer_thickness_bar_rect_mouse_inside($e)) { -# # A volume is selected and the mouse is hovering over a layer thickness bar. -# # Start editing the layer height. -# $self->_layer_height_edited(1); -# $self->_variable_layer_thickness_action($e); -# } elsif ($object_idx_selected != -1 && $self->_variable_layer_thickness_reset_rect_mouse_inside($e)) { -# $self->{print}->get_object($object_idx_selected)->reset_layer_height_profile; -# # Index 2 means no editing, just wait for mouse up event. -# $self->_layer_height_edited(2); -# $self->Refresh; -# $self->Update; -# } else { -# # The mouse_to_3d gets the Z coordinate from the Z buffer at the screen coordinate $pos->x,y, -# # an converts the screen space coordinate to unscaled object space. -# my $pos3d = ($volume_idx == -1) ? undef : $self->mouse_to_3d(@$pos); -# -# # Select volume in this 3D canvas. -# # Don't deselect a volume if layer editing is enabled. We want the object to stay selected -# # during the scene manipulation. -# -# if ($self->enable_picking && ($volume_idx != -1 || ! $self->layer_editing_enabled)) { -# $self->deselect_volumes; -# $self->select_volume($volume_idx); -# -# if ($volume_idx != -1) { -# my $group_id = $self->volumes->[$volume_idx]->select_group_id; -# my @volumes; -# if ($group_id != -1) { -# $self->select_volume($_) -# for grep $self->volumes->[$_]->select_group_id == $group_id, -# 0..$#{$self->volumes}; -# } -# } -# -# $self->Refresh; -# $self->Update; -# } -# -# # propagate event through callback -# $self->on_select->($volume_idx) -# if $self->on_select; -# -# if ($volume_idx != -1) { -# if ($e->LeftDown && $self->enable_moving) { -# # Only accept the initial position, if it is inside the volume bounding box. -# my $volume_bbox = $self->volumes->[$volume_idx]->transformed_bounding_box; -# $volume_bbox->offset(1.); -# if ($volume_bbox->contains_point($pos3d)) { -# # The dragging operation is initiated. -# $self->_drag_volume_idx($volume_idx); -# $self->_drag_start_pos($pos3d); -# # Remember the shift to to the object center. The object center will later be used -# # to limit the object placement close to the bed. -# $self->_drag_volume_center_offset($pos3d->vector_to($volume_bbox->center)); -# } -# } elsif ($e->RightDown) { -# # if right clicking on volume, propagate event through callback -# $self->on_right_click->($e->GetPosition) -# if $self->on_right_click; -# } -# } -# } -# } elsif ($e->Dragging && $e->LeftIsDown && ! $self->_layer_height_edited && defined($self->_drag_volume_idx)) { -# # Get new position at the same Z of the initial click point. -# my $cur_pos = Slic3r::Linef3->new( -# $self->mouse_to_3d($e->GetX, $e->GetY, 0), -# $self->mouse_to_3d($e->GetX, $e->GetY, 1)) -# ->intersect_plane($self->_drag_start_pos->z); -# -# # Clip the new position, so the object center remains close to the bed. -# { -# $cur_pos->translate(@{$self->_drag_volume_center_offset}); -# my $cur_pos2 = Slic3r::Point->new(scale($cur_pos->x), scale($cur_pos->y)); -# if (! $self->bed_polygon->contains_point($cur_pos2)) { -# my $ip = $self->bed_polygon->point_projection($cur_pos2); -# $cur_pos->set_x(unscale($ip->x)); -# $cur_pos->set_y(unscale($ip->y)); -# } -# $cur_pos->translate(@{$self->_drag_volume_center_offset->negative}); -# } -# # Calculate the translation vector. -# my $vector = $self->_drag_start_pos->vector_to($cur_pos); -# # Get the volume being dragged. -# my $volume = $self->volumes->[$self->_drag_volume_idx]; -# # Get all volumes belonging to the same group, if any. -# my @volumes = ($volume->drag_group_id == -1) ? -# ($volume) : -# grep $_->drag_group_id == $volume->drag_group_id, @{$self->volumes}; -# # Apply new temporary volume origin and ignore Z. -# $_->translate($vector->x, $vector->y, 0) for @volumes; -# $self->_drag_start_pos($cur_pos); -# $self->_dragged(1); -# $self->Refresh; -# $self->Update; -# } elsif ($e->Dragging) { -# if ($self->_layer_height_edited && $object_idx_selected != -1) { -# $self->_variable_layer_thickness_action($e) if ($self->_layer_height_edited == 1); -# } elsif ($e->LeftIsDown) { -# # if dragging over blank area with left button, rotate -# if (defined $self->_drag_start_pos) { -# my $orig = $self->_drag_start_pos; -# if (TURNTABLE_MODE) { -# # Turntable mode is enabled by default. -# $self->_sphi($self->_sphi + ($pos->x - $orig->x) * TRACKBALLSIZE); -# $self->_stheta($self->_stheta - ($pos->y - $orig->y) * TRACKBALLSIZE); #- -# $self->_stheta(GIMBALL_LOCK_THETA_MAX) if $self->_stheta > GIMBALL_LOCK_THETA_MAX; -# $self->_stheta(0) if $self->_stheta < 0; -# } else { -# my $size = $self->GetClientSize; -# my @quat = trackball( -# $orig->x / ($size->width / 2) - 1, -# 1 - $orig->y / ($size->height / 2), #/ -# $pos->x / ($size->width / 2) - 1, -# 1 - $pos->y / ($size->height / 2), #/ -# ); -# $self->_quat(mulquats($self->_quat, \@quat)); -# } -# $self->on_viewport_changed->() if $self->on_viewport_changed; -# $self->Refresh; -# $self->Update; -# } -# $self->_drag_start_pos($pos); -# } elsif ($e->MiddleIsDown || $e->RightIsDown) { -# # If dragging over blank area with right button, pan. -# if (defined $self->_drag_start_xy) { -# # get point in model space at Z = 0 -# my $cur_pos = $self->mouse_to_3d($e->GetX, $e->GetY, 0); -# my $orig = $self->mouse_to_3d($self->_drag_start_xy->x, $self->_drag_start_xy->y, 0); -# $self->_camera_target->translate(@{$orig->vector_to($cur_pos)->negative}); -# $self->on_viewport_changed->() if $self->on_viewport_changed; -# $self->Refresh; -# $self->Update; -# } -# $self->_drag_start_xy($pos); -# } -# } elsif ($e->LeftUp || $e->MiddleUp || $e->RightUp) { -# if ($self->_layer_height_edited) { -# $self->_layer_height_edited(undef); -# $self->{layer_height_edit_timer}->Stop; -# $self->on_model_update->() -# if ($object_idx_selected != -1 && $self->on_model_update); -# } elsif ($self->on_move && defined($self->_drag_volume_idx) && $self->_dragged) { -# # get all volumes belonging to the same group, if any -# my @volume_idxs; -# my $group_id = $self->volumes->[$self->_drag_volume_idx]->drag_group_id; -# if ($group_id == -1) { -# @volume_idxs = ($self->_drag_volume_idx); -# } else { -# @volume_idxs = grep $self->volumes->[$_]->drag_group_id == $group_id, -# 0..$#{$self->volumes}; -# } -# $self->on_move->(@volume_idxs); -# } -# $self->_drag_volume_idx(undef); -# $self->_drag_start_pos(undef); -# $self->_drag_start_xy(undef); -# $self->_dragged(undef); -# } elsif ($e->Moving) { -# $self->_mouse_pos($pos); -# # Only refresh if picking is enabled, in that case the objects may get highlighted if the mouse cursor -# # hovers over. -# if ($self->enable_picking) { -# $self->Update; -# $self->Refresh; -# } -# } else { -# $e->Skip(); -# } -#} -# -#sub mouse_wheel_event { -# my ($self, $e) = @_; -# -# if ($e->MiddleIsDown) { -# # Ignore the wheel events if the middle button is pressed. -# return; -# } -# if ($self->layer_editing_enabled && $self->{print}) { -# my $object_idx_selected = $self->_first_selected_object_id_for_variable_layer_height_editing; -# if ($object_idx_selected != -1) { -# # A volume is selected. Test, whether hovering over a layer thickness bar. -# if ($self->_variable_layer_thickness_bar_rect_mouse_inside($e)) { -# # Adjust the width of the selection. -# $self->{layer_height_edit_band_width} = max(min($self->{layer_height_edit_band_width} * (1 + 0.1 * $e->GetWheelRotation() / $e->GetWheelDelta()), 10.), 1.5); -# $self->Refresh; -# return; -# } -# } -# } -# -# # Calculate the zoom delta and apply it to the current zoom factor -# my $zoom = $e->GetWheelRotation() / $e->GetWheelDelta(); -# $zoom = max(min($zoom, 4), -4); -# $zoom /= 10; -# $zoom = $self->_zoom / (1-$zoom); -# # Don't allow to zoom too far outside the scene. -# my $zoom_min = $self->get_zoom_to_bounding_box_factor($self->max_bounding_box); -# $zoom_min *= 0.4 if defined $zoom_min; -# $zoom = $zoom_min if defined $zoom_min && $zoom < $zoom_min; -# $self->_zoom($zoom); -# -## # In order to zoom around the mouse point we need to translate -## # the camera target -## my $size = Slic3r::Pointf->new($self->GetSizeWH); -## my $pos = Slic3r::Pointf->new($e->GetX, $size->y - $e->GetY); #- -## $self->_camera_target->translate( -## # ($pos - $size/2) represents the vector from the viewport center -## # to the mouse point. By multiplying it by $zoom we get the new, -## # transformed, length of such vector. -## # Since we want that point to stay fixed, we move our camera target -## # in the opposite direction by the delta of the length of such vector -## # ($zoom - 1). We then scale everything by 1/$self->_zoom since -## # $self->_camera_target is expressed in terms of model units. -## -($pos->x - $size->x/2) * ($zoom) / $self->_zoom, -## -($pos->y - $size->y/2) * ($zoom) / $self->_zoom, -## 0, -## ) if 0; -# -# $self->on_viewport_changed->() if $self->on_viewport_changed; -# $self->Resize($self->GetSizeWH) if $self->IsShownOnScreen; -# $self->Refresh; -#} -# -## Reset selection. -#sub reset_objects { -# my ($self) = @_; -# if ($self->GetContext) { -# $self->SetCurrent($self->GetContext); -# $self->volumes->release_geometry; -# } -# $self->volumes->erase; -# $self->_dirty(1); -#} -# -## Setup camera to view all objects. -#sub set_viewport_from_scene { -# my ($self, $scene) = @_; -# -# $self->_sphi($scene->_sphi); -# $self->_stheta($scene->_stheta); -# $self->_camera_target($scene->_camera_target); -# $self->_zoom($scene->_zoom); -# $self->_quat($scene->_quat); -# $self->_dirty(1); -#} -# -## Set the camera to a default orientation, -## zoom to volumes. -#sub select_view { -# my ($self, $direction) = @_; -# -# my $dirvec; -# if (ref($direction)) { -# $dirvec = $direction; -# } else { -# if ($direction eq 'iso') { -# $dirvec = VIEW_DEFAULT; -# } elsif ($direction eq 'left') { -# $dirvec = VIEW_LEFT; -# } elsif ($direction eq 'right') { -# $dirvec = VIEW_RIGHT; -# } elsif ($direction eq 'top') { -# $dirvec = VIEW_TOP; -# } elsif ($direction eq 'bottom') { -# $dirvec = VIEW_BOTTOM; -# } elsif ($direction eq 'front') { -# $dirvec = VIEW_FRONT; -# } elsif ($direction eq 'rear') { -# $dirvec = VIEW_REAR; -# } -# } -# my $bb = $self->volumes_bounding_box; -# if (! $bb->empty) { -# $self->_sphi($dirvec->[0]); -# $self->_stheta($dirvec->[1]); -# # Avoid gimball lock. -# $self->_stheta(GIMBALL_LOCK_THETA_MAX) if $self->_stheta > GIMBALL_LOCK_THETA_MAX; -# $self->_stheta(0) if $self->_stheta < 0; -# $self->on_viewport_changed->() if $self->on_viewport_changed; -# $self->Refresh; -# } -#} -# -#sub get_zoom_to_bounding_box_factor { -# my ($self, $bb) = @_; -# my $max_bb_size = max(@{ $bb->size }); -# return undef if ($max_bb_size == 0); -# -# # project the bbox vertices on a plane perpendicular to the camera forward axis -# # then calculates the vertices coordinate on this plane along the camera xy axes -# -# # we need the view matrix, we let opengl calculate it (same as done in render sub) -# glMatrixMode(GL_MODELVIEW); -# glLoadIdentity(); -# -# if (!TURNTABLE_MODE) { -# # Shift the perspective camera. -# my $camera_pos = Slic3r::Pointf3->new(0,0,-$self->_camera_distance); -# glTranslatef(@$camera_pos); -# } -# -# if (TURNTABLE_MODE) { -# # Turntable mode is enabled by default. -# glRotatef(-$self->_stheta, 1, 0, 0); # pitch -# glRotatef($self->_sphi, 0, 0, 1); # yaw -# } else { -# # Shift the perspective camera. -# my $camera_pos = Slic3r::Pointf3->new(0,0,-$self->_camera_distance); -# glTranslatef(@$camera_pos); -# my @rotmat = quat_to_rotmatrix($self->quat); -# glMultMatrixd_p(@rotmat[0..15]); -# } -# glTranslatef(@{ $self->_camera_target->negative }); -# -# # get the view matrix back from opengl -# my @matrix = glGetFloatv_p(GL_MODELVIEW_MATRIX); -# -# # camera axes -# my $right = Slic3r::Pointf3->new($matrix[0], $matrix[4], $matrix[8]); -# my $up = Slic3r::Pointf3->new($matrix[1], $matrix[5], $matrix[9]); -# my $forward = Slic3r::Pointf3->new($matrix[2], $matrix[6], $matrix[10]); -# -# my $bb_min = $bb->min_point(); -# my $bb_max = $bb->max_point(); -# my $bb_center = $bb->center(); -# -# # bbox vertices in world space -# my @vertices = (); -# push(@vertices, $bb_min); -# push(@vertices, Slic3r::Pointf3->new($bb_max->x(), $bb_min->y(), $bb_min->z())); -# push(@vertices, Slic3r::Pointf3->new($bb_max->x(), $bb_max->y(), $bb_min->z())); -# push(@vertices, Slic3r::Pointf3->new($bb_min->x(), $bb_max->y(), $bb_min->z())); -# push(@vertices, Slic3r::Pointf3->new($bb_min->x(), $bb_min->y(), $bb_max->z())); -# push(@vertices, Slic3r::Pointf3->new($bb_max->x(), $bb_min->y(), $bb_max->z())); -# push(@vertices, $bb_max); -# push(@vertices, Slic3r::Pointf3->new($bb_min->x(), $bb_max->y(), $bb_max->z())); -# -# my $max_x = 0.0; -# my $max_y = 0.0; -# -# # margin factor to give some empty space around the bbox -# my $margin_factor = 1.25; -# -# foreach my $v (@vertices) { -# # project vertex on the plane perpendicular to camera forward axis -# my $pos = Slic3r::Pointf3->new($v->x() - $bb_center->x(), $v->y() - $bb_center->y(), $v->z() - $bb_center->z()); -# my $proj_on_normal = $pos->x() * $forward->x() + $pos->y() * $forward->y() + $pos->z() * $forward->z(); -# my $proj_on_plane = Slic3r::Pointf3->new($pos->x() - $proj_on_normal * $forward->x(), $pos->y() - $proj_on_normal * $forward->y(), $pos->z() - $proj_on_normal * $forward->z()); -# -# # calculates vertex coordinate along camera xy axes -# my $x_on_plane = $proj_on_plane->x() * $right->x() + $proj_on_plane->y() * $right->y() + $proj_on_plane->z() * $right->z(); -# my $y_on_plane = $proj_on_plane->x() * $up->x() + $proj_on_plane->y() * $up->y() + $proj_on_plane->z() * $up->z(); -# -# $max_x = max($max_x, $margin_factor * 2 * abs($x_on_plane)); -# $max_y = max($max_y, $margin_factor * 2 * abs($y_on_plane)); -# } -# -# return undef if (($max_x == 0) || ($max_y == 0)); -# -# my ($cw, $ch) = $self->GetSizeWH; -# my $min_ratio = min($cw / $max_x, $ch / $max_y); -# -# return $min_ratio; -#} -# -#sub zoom_to_bounding_box { -# my ($self, $bb) = @_; -# # Calculate the zoom factor needed to adjust viewport to bounding box. -# my $zoom = $self->get_zoom_to_bounding_box_factor($bb); -# if (defined $zoom) { -# $self->_zoom($zoom); -# # center view around bounding box center -# $self->_camera_target($bb->center); -# $self->on_viewport_changed->() if $self->on_viewport_changed; -# $self->Resize($self->GetSizeWH) if $self->IsShownOnScreen; -# $self->Refresh; -# } -#} -# -#sub zoom_to_bed { -# my ($self) = @_; -# -# if ($self->bed_shape) { -# $self->zoom_to_bounding_box($self->bed_bounding_box); -# } -#} -# -#sub zoom_to_volume { -# my ($self, $volume_idx) = @_; -# -# my $volume = $self->volumes->[$volume_idx]; -# my $bb = $volume->transformed_bounding_box; -# $self->zoom_to_bounding_box($bb); -#} -# -#sub zoom_to_volumes { -# my ($self) = @_; -# -# $self->_apply_zoom_to_volumes_filter(1); -# $self->zoom_to_bounding_box($self->volumes_bounding_box); -# $self->_apply_zoom_to_volumes_filter(0); -#} -# -#sub volumes_bounding_box { -# my ($self) = @_; -# -# my $bb = Slic3r::Geometry::BoundingBoxf3->new; -# foreach my $v (@{$self->volumes}) { -# $bb->merge($v->transformed_bounding_box) if (! $self->_apply_zoom_to_volumes_filter || $v->zoom_to_volumes); -# } -# return $bb; -#} -# -#sub bed_bounding_box { -# my ($self) = @_; -# -# my $bb = Slic3r::Geometry::BoundingBoxf3->new; -# if ($self->bed_shape) { -# $bb->merge_point(Slic3r::Pointf3->new(@$_, 0)) for @{$self->bed_shape}; -# } -# return $bb; -#} -# -#sub max_bounding_box { -# my ($self) = @_; -# -# my $bb = $self->bed_bounding_box; -# $bb->merge($self->volumes_bounding_box); -# return $bb; -#} -# -## Used by ObjectCutDialog and ObjectPartsPanel to generate a rectangular ground plane -## to support the scene objects. -#sub set_auto_bed_shape { -# my ($self, $bed_shape) = @_; -# -# # draw a default square bed around object center -# my $max_size = max(@{ $self->volumes_bounding_box->size }); -# my $center = $self->volumes_bounding_box->center; -# $self->set_bed_shape([ -# [ $center->x - $max_size, $center->y - $max_size ], #-- -# [ $center->x + $max_size, $center->y - $max_size ], #-- -# [ $center->x + $max_size, $center->y + $max_size ], #++ -# [ $center->x - $max_size, $center->y + $max_size ], #++ -# ]); -# # Set the origin for painting of the coordinate system axes. -# $self->origin(Slic3r::Pointf->new(@$center[X,Y])); -#} -# -## Set the bed shape to a single closed 2D polygon (array of two element arrays), -## triangulate the bed and store the triangles into $self->bed_triangles, -## fills the $self->bed_grid_lines and sets $self->origin. -## Sets $self->bed_polygon to limit the object placement. -#sub set_bed_shape { -# my ($self, $bed_shape) = @_; -# -# $self->bed_shape($bed_shape); -# -# # triangulate bed -# my $expolygon = Slic3r::ExPolygon->new([ map [map scale($_), @$_], @$bed_shape ]); -# my $bed_bb = $expolygon->bounding_box; -# -# { -# my @points = (); -# foreach my $triangle (@{ $expolygon->triangulate }) { -# push @points, map {+ unscale($_->x), unscale($_->y), GROUND_Z } @$triangle; -# } -# $self->bed_triangles(OpenGL::Array->new_list(GL_FLOAT, @points)); -# } -# -# { -# my @polylines = (); -# for (my $x = $bed_bb->x_min; $x <= $bed_bb->x_max; $x += scale 10) { -# push @polylines, Slic3r::Polyline->new([$x,$bed_bb->y_min], [$x,$bed_bb->y_max]); -# } -# for (my $y = $bed_bb->y_min; $y <= $bed_bb->y_max; $y += scale 10) { -# push @polylines, Slic3r::Polyline->new([$bed_bb->x_min,$y], [$bed_bb->x_max,$y]); -# } -# # clip with a slightly grown expolygon because our lines lay on the contours and -# # may get erroneously clipped -# my @lines = map Slic3r::Line->new(@$_[0,-1]), -# @{intersection_pl(\@polylines, [ @{$expolygon->offset(+scaled_epsilon)} ])}; -# -# # append bed contours -# push @lines, map @{$_->lines}, @$expolygon; -# -# my @points = (); -# foreach my $line (@lines) { -# push @points, map {+ unscale($_->x), unscale($_->y), GROUND_Z } @$line; #)) -# } -# $self->bed_grid_lines(OpenGL::Array->new_list(GL_FLOAT, @points)); -# } -# -# # Set the origin for painting of the coordinate system axes. -# $self->origin(Slic3r::Pointf->new(0,0)); -# -# $self->bed_polygon(offset_ex([$expolygon->contour], $bed_bb->radius * 1.7, JT_ROUND, scale(0.5))->[0]->contour->clone); -#} -# -#sub deselect_volumes { -# my ($self) = @_; -# $_->set_selected(0) for @{$self->volumes}; -#} -# -#sub select_volume { -# my ($self, $volume_idx) = @_; -# -# return if ($volume_idx >= scalar(@{$self->volumes})); -# -# $self->volumes->[$volume_idx]->set_selected(1) -# if $volume_idx != -1; -#} -# -#sub SetCuttingPlane { -# my ($self, $z, $expolygons) = @_; -# -# $self->cutting_plane_z($z); -# -# # grow slices in order to display them better -# $expolygons = offset_ex([ map @$_, @$expolygons ], scale 0.1); -# -# my @verts = (); -# foreach my $line (map @{$_->lines}, map @$_, @$expolygons) { -# push @verts, ( -# unscale($line->a->x), unscale($line->a->y), $z, #)) -# unscale($line->b->x), unscale($line->b->y), $z, #)) -# ); -# } -# $self->cut_lines_vertices(OpenGL::Array->new_list(GL_FLOAT, @verts)); -#} -# -## Given an axis and angle, compute quaternion. -#sub axis_to_quat { -# my ($ax, $phi) = @_; -# -# my $lena = sqrt(reduce { $a + $b } (map { $_ * $_ } @$ax)); -# my @q = map { $_ * (1 / $lena) } @$ax; -# @q = map { $_ * sin($phi / 2.0) } @q; -# $q[$#q + 1] = cos($phi / 2.0); -# return @q; -#} -# -## Project a point on the virtual trackball. -## If it is inside the sphere, map it to the sphere, if it outside map it -## to a hyperbola. -#sub project_to_sphere { -# my ($r, $x, $y) = @_; -# -# my $d = sqrt($x * $x + $y * $y); -# if ($d < $r * 0.70710678118654752440) { # Inside sphere -# return sqrt($r * $r - $d * $d); -# } else { # On hyperbola -# my $t = $r / 1.41421356237309504880; -# return $t * $t / $d; -# } -#} -# -#sub cross { -# my ($v1, $v2) = @_; -# -# return (@$v1[1] * @$v2[2] - @$v1[2] * @$v2[1], -# @$v1[2] * @$v2[0] - @$v1[0] * @$v2[2], -# @$v1[0] * @$v2[1] - @$v1[1] * @$v2[0]); -#} -# -## Simulate a track-ball. Project the points onto the virtual trackball, -## then figure out the axis of rotation, which is the cross product of -## P1 P2 and O P1 (O is the center of the ball, 0,0,0) Note: This is a -## deformed trackball-- is a trackball in the center, but is deformed -## into a hyperbolic sheet of rotation away from the center. -## It is assumed that the arguments to this routine are in the range -## (-1.0 ... 1.0). -#sub trackball { -# my ($p1x, $p1y, $p2x, $p2y) = @_; -# -# if ($p1x == $p2x && $p1y == $p2y) { -# # zero rotation -# return (0.0, 0.0, 0.0, 1.0); -# } -# -# # First, figure out z-coordinates for projection of P1 and P2 to -# # deformed sphere -# my @p1 = ($p1x, $p1y, project_to_sphere(TRACKBALLSIZE, $p1x, $p1y)); -# my @p2 = ($p2x, $p2y, project_to_sphere(TRACKBALLSIZE, $p2x, $p2y)); -# -# # axis of rotation (cross product of P1 and P2) -# my @a = cross(\@p2, \@p1); -# -# # Figure out how much to rotate around that axis. -# my @d = map { $_ * $_ } (map { $p1[$_] - $p2[$_] } 0 .. $#p1); -# my $t = sqrt(reduce { $a + $b } @d) / (2.0 * TRACKBALLSIZE); -# -# # Avoid problems with out-of-control values... -# $t = 1.0 if ($t > 1.0); -# $t = -1.0 if ($t < -1.0); -# my $phi = 2.0 * asin($t); -# -# return axis_to_quat(\@a, $phi); -#} -# -## Build a rotation matrix, given a quaternion rotation. -#sub quat_to_rotmatrix { -# my ($q) = @_; -# -# my @m = (); -# -# $m[0] = 1.0 - 2.0 * (@$q[1] * @$q[1] + @$q[2] * @$q[2]); -# $m[1] = 2.0 * (@$q[0] * @$q[1] - @$q[2] * @$q[3]); -# $m[2] = 2.0 * (@$q[2] * @$q[0] + @$q[1] * @$q[3]); -# $m[3] = 0.0; -# -# $m[4] = 2.0 * (@$q[0] * @$q[1] + @$q[2] * @$q[3]); -# $m[5] = 1.0 - 2.0 * (@$q[2] * @$q[2] + @$q[0] * @$q[0]); -# $m[6] = 2.0 * (@$q[1] * @$q[2] - @$q[0] * @$q[3]); -# $m[7] = 0.0; -# -# $m[8] = 2.0 * (@$q[2] * @$q[0] - @$q[1] * @$q[3]); -# $m[9] = 2.0 * (@$q[1] * @$q[2] + @$q[0] * @$q[3]); -# $m[10] = 1.0 - 2.0 * (@$q[1] * @$q[1] + @$q[0] * @$q[0]); -# $m[11] = 0.0; -# -# $m[12] = 0.0; -# $m[13] = 0.0; -# $m[14] = 0.0; -# $m[15] = 1.0; -# -# return @m; -#} -# -#sub mulquats { -# my ($q1, $rq) = @_; -# -# return (@$q1[3] * @$rq[0] + @$q1[0] * @$rq[3] + @$q1[1] * @$rq[2] - @$q1[2] * @$rq[1], -# @$q1[3] * @$rq[1] + @$q1[1] * @$rq[3] + @$q1[2] * @$rq[0] - @$q1[0] * @$rq[2], -# @$q1[3] * @$rq[2] + @$q1[2] * @$rq[3] + @$q1[0] * @$rq[1] - @$q1[1] * @$rq[0], -# @$q1[3] * @$rq[3] - @$q1[0] * @$rq[0] - @$q1[1] * @$rq[1] - @$q1[2] * @$rq[2]) -#} -# -## Convert the screen space coordinate to an object space coordinate. -## If the Z screen space coordinate is not provided, a depth buffer value is substituted. -#sub mouse_to_3d { -# my ($self, $x, $y, $z) = @_; -# -# return unless $self->GetContext; -# $self->SetCurrent($self->GetContext); -# -# my @viewport = glGetIntegerv_p(GL_VIEWPORT); # 4 items -# my @mview = glGetDoublev_p(GL_MODELVIEW_MATRIX); # 16 items -# my @proj = glGetDoublev_p(GL_PROJECTION_MATRIX); # 16 items -# -# $y = $viewport[3] - $y; -# $z //= glReadPixels_p($x, $y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT); -# my @projected = gluUnProject_p($x, $y, $z, @mview, @proj, @viewport); -# return Slic3r::Pointf3->new(@projected); -#} -# -#sub GetContext { -# my ($self) = @_; -# return $self->{context} ||= Wx::GLContext->new($self); -#} -# -#sub SetCurrent { -# my ($self, $context) = @_; -# return $self->SUPER::SetCurrent($context); -#} -# -#sub UseVBOs { -# my ($self) = @_; -# -# if (! defined ($self->{use_VBOs})) { -# my $use_legacy = wxTheApp->{app_config}->get('use_legacy_opengl'); -# if ($use_legacy eq '1') { -# # Disable OpenGL 2.0 rendering. -# $self->{use_VBOs} = 0; -# # Don't enable the layer editing tool. -# $self->{layer_editing_enabled} = 0; -# # 2 means failed -# $self->{layer_editing_initialized} = 2; -# return 0; -# } -# # This is a special path for wxWidgets on GTK, where an OpenGL context is initialized -# # first when an OpenGL widget is shown for the first time. How ugly. -# return 0 if (! $self->init && $^O eq 'linux'); -# # Don't use VBOs if anything fails. -# $self->{use_VBOs} = 0; -# if ($self->GetContext) { -# $self->SetCurrent($self->GetContext); -# Slic3r::GUI::_3DScene::_glew_init; -# my @gl_version = split(/\./, glGetString(GL_VERSION)); -# $self->{use_VBOs} = int($gl_version[0]) >= 2; -# # print "UseVBOs $self OpenGL major: $gl_version[0], minor: $gl_version[1]. Use VBOs: ", $self->{use_VBOs}, "\n"; -# } -# } -# return $self->{use_VBOs}; -#} -# -#sub Resize { -# my ($self, $x, $y) = @_; -# -# return unless $self->GetContext; -# $self->_dirty(0); -# -# $self->SetCurrent($self->GetContext); -# glViewport(0, 0, $x, $y); -# -# $x /= $self->_zoom; -# $y /= $self->_zoom; -# -# glMatrixMode(GL_PROJECTION); -# glLoadIdentity(); -# if ($self->_camera_type eq 'ortho') { -# #FIXME setting the size of the box 10x larger than necessary -# # is only a workaround for an incorrectly set camera. -# # This workaround harms Z-buffer accuracy! -## my $depth = 1.05 * $self->max_bounding_box->radius(); -# my $depth = 5.0 * max(@{ $self->max_bounding_box->size }); -# glOrtho( -# -$x/2, $x/2, -$y/2, $y/2, -# -$depth, $depth, -# ); -# } else { -# die "Invalid camera type: ", $self->_camera_type, "\n" if ($self->_camera_type ne 'perspective'); -# my $bbox_r = $self->max_bounding_box->radius(); -# my $fov = PI * 45. / 180.; -# my $fov_tan = tan(0.5 * $fov); -# my $cam_distance = 0.5 * $bbox_r / $fov_tan; -# $self->_camera_distance($cam_distance); -# my $nr = $cam_distance - $bbox_r * 1.1; -# my $fr = $cam_distance + $bbox_r * 1.1; -# $nr = 1 if ($nr < 1); -# $fr = $nr + 1 if ($fr < $nr + 1); -# my $h2 = $fov_tan * $nr; -# my $w2 = $h2 * $x / $y; -# glFrustum(-$w2, $w2, -$h2, $h2, $nr, $fr); -# } -# glMatrixMode(GL_MODELVIEW); -#} -# -#sub InitGL { -# my $self = shift; -# -# return if $self->init; -# return unless $self->GetContext; -# $self->init(1); -# -## # This is a special path for wxWidgets on GTK, where an OpenGL context is initialized -## # first when an OpenGL widget is shown for the first time. How ugly. -## # In that case the volumes are wainting to be moved to Vertex Buffer Objects -## # after the OpenGL context is being initialized. -## $self->volumes->finalize_geometry(1) -## if ($^O eq 'linux' && $self->UseVBOs); -# -# $self->zoom_to_bed; -# -# glClearColor(0, 0, 0, 1); -# glColor3f(1, 0, 0); -# glEnable(GL_DEPTH_TEST); -# glClearDepth(1.0); -# glDepthFunc(GL_LEQUAL); -# glEnable(GL_CULL_FACE); -# glEnable(GL_BLEND); -# glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); -# -# # Set antialiasing/multisampling -# glDisable(GL_LINE_SMOOTH); -# glDisable(GL_POLYGON_SMOOTH); -# -# # See "GL_MULTISAMPLE and GL_ARRAY_BUFFER_ARB messages on failed launch" -# # https://github.com/alexrj/Slic3r/issues/4085 -# eval { -# # Disable the multi sampling by default, so the picking by color will work correctly. -# glDisable(GL_MULTISAMPLE); -# }; -# # Disable multi sampling if the eval failed. -# $self->{can_multisample} = 0 if $@; -# -# # ambient lighting -# glLightModelfv_p(GL_LIGHT_MODEL_AMBIENT, 0.3, 0.3, 0.3, 1); -# -# glEnable(GL_LIGHTING); -# glEnable(GL_LIGHT0); -# glEnable(GL_LIGHT1); -# -# # light from camera -# glLightfv_p(GL_LIGHT1, GL_POSITION, 1, 0, 1, 0); -# glLightfv_p(GL_LIGHT1, GL_SPECULAR, 0.3, 0.3, 0.3, 1); -# glLightfv_p(GL_LIGHT1, GL_DIFFUSE, 0.2, 0.2, 0.2, 1); -# -# # Enables Smooth Color Shading; try GL_FLAT for (lack of) fun. -# glShadeModel(GL_SMOOTH); -# -## glMaterialfv_p(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, 0.5, 0.3, 0.3, 1); -## glMaterialfv_p(GL_FRONT_AND_BACK, GL_SPECULAR, 1, 1, 1, 1); -## glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50); -## glMaterialfv_p(GL_FRONT_AND_BACK, GL_EMISSION, 0.1, 0, 0, 0.9); -# -# # A handy trick -- have surface material mirror the color. -# glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); -# glEnable(GL_COLOR_MATERIAL); -# glEnable(GL_MULTISAMPLE) if ($self->{can_multisample}); -# -# if ($self->UseVBOs) { -# my $shader = new Slic3r::GUI::_3DScene::GLShader; -## if (! $shader->load($self->_fragment_shader_Phong, $self->_vertex_shader_Phong)) { -# print "Compilaton of path shader failed: \n" . $shader->last_error . "\n"; -# $shader = undef; -# } else { -# $self->{plain_shader} = $shader; -# } -# } -#} -# -#sub DestroyGL { -# my $self = shift; -# if ($self->GetContext) { -# $self->SetCurrent($self->GetContext); -# if ($self->{plain_shader}) { -# $self->{plain_shader}->release; -# delete $self->{plain_shader}; -# } -# if ($self->{layer_height_edit_shader}) { -# $self->{layer_height_edit_shader}->release; -# delete $self->{layer_height_edit_shader}; -# } -# $self->volumes->release_geometry; -# } -#} -# -#sub Render { -# my ($self, $dc) = @_; -# -# # prevent calling SetCurrent() when window is not shown yet -# return unless $self->IsShownOnScreen; -# return unless my $context = $self->GetContext; -# $self->SetCurrent($context); -# $self->InitGL; -# -# glClearColor(1, 1, 1, 1); -# glClearDepth(1); -# glDepthFunc(GL_LESS); -# glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); -# -# glMatrixMode(GL_MODELVIEW); -# glLoadIdentity(); -# -# if (!TURNTABLE_MODE) { -# # Shift the perspective camera. -# my $camera_pos = Slic3r::Pointf3->new(0,0,-$self->_camera_distance); -# glTranslatef(@$camera_pos); -# } -# -# if (TURNTABLE_MODE) { -# # Turntable mode is enabled by default. -# glRotatef(-$self->_stheta, 1, 0, 0); # pitch -# glRotatef($self->_sphi, 0, 0, 1); # yaw -# } else { -# my @rotmat = quat_to_rotmatrix($self->quat); -# glMultMatrixd_p(@rotmat[0..15]); -# } -# -# glTranslatef(@{ $self->_camera_target->negative }); -# -# # light from above -# glLightfv_p(GL_LIGHT0, GL_POSITION, -0.5, -0.5, 1, 0); -# glLightfv_p(GL_LIGHT0, GL_SPECULAR, 0.2, 0.2, 0.2, 1); -# glLightfv_p(GL_LIGHT0, GL_DIFFUSE, 0.5, 0.5, 0.5, 1); -# -# # Head light -# glLightfv_p(GL_LIGHT1, GL_POSITION, 1, 0, 1, 0); -# -# if ($self->enable_picking && !$self->_mouse_dragging) { -# if (my $pos = $self->_mouse_pos) { -# # Render the object for picking. -# # FIXME This cannot possibly work in a multi-sampled context as the color gets mangled by the anti-aliasing. -# # Better to use software ray-casting on a bounding-box hierarchy. -# glPushAttrib(GL_ENABLE_BIT); -# glDisable(GL_MULTISAMPLE) if ($self->{can_multisample}); -# glDisable(GL_LIGHTING); -# glDisable(GL_BLEND); -# $self->draw_volumes(1); -# glPopAttrib(); -# glFlush(); -# my $col = [ glReadPixels_p($pos->x, $self->GetSize->GetHeight - $pos->y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE) ]; -# my $volume_idx = $col->[0] + $col->[1]*256 + $col->[2]*256*256; -# $self->_hover_volume_idx(undef); -# $_->set_hover(0) for @{$self->volumes}; -# if ($volume_idx <= $#{$self->volumes}) { -# $self->_hover_volume_idx($volume_idx); -# -# $self->volumes->[$volume_idx]->set_hover(1); -# my $group_id = $self->volumes->[$volume_idx]->select_group_id; -# if ($group_id != -1) { -# $_->set_hover(1) for grep { $_->select_group_id == $group_id } @{$self->volumes}; -# } -# -# $self->on_hover->($volume_idx) if $self->on_hover; -# } -# glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); -# } -# } -# -# # draw fixed background -# if ($self->background) { -# glDisable(GL_LIGHTING); -# glPushMatrix(); -# glLoadIdentity(); -# -# glMatrixMode(GL_PROJECTION); -# glPushMatrix(); -# glLoadIdentity(); -# -# # Draws a bluish bottom to top gradient over the complete screen. -# glDisable(GL_DEPTH_TEST); -# glBegin(GL_QUADS); -# glColor3f(0.0,0.0,0.0); -# glVertex3f(-1.0,-1.0, 1.0); -# glVertex3f( 1.0,-1.0, 1.0); -# glColor3f(10/255,98/255,144/255); -# glVertex3f( 1.0, 1.0, 1.0); -# glVertex3f(-1.0, 1.0, 1.0); -# glEnd(); -# glPopMatrix(); -# glEnable(GL_DEPTH_TEST); -# -# glMatrixMode(GL_MODELVIEW); -# glPopMatrix(); -# glEnable(GL_LIGHTING); -# } -# -# # draw ground and axes -# glDisable(GL_LIGHTING); -# -# # draw ground -# my $ground_z = GROUND_Z; -# -# if ($self->bed_triangles) { -# glDisable(GL_DEPTH_TEST); -# -# glEnable(GL_BLEND); -# glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); -# -# glEnableClientState(GL_VERTEX_ARRAY); -# glColor4f(0.8, 0.6, 0.5, 0.4); -# glNormal3d(0,0,1); -# glVertexPointer_c(3, GL_FLOAT, 0, $self->bed_triangles->ptr()); -# glDrawArrays(GL_TRIANGLES, 0, $self->bed_triangles->elements / 3); -# glDisableClientState(GL_VERTEX_ARRAY); -# -# # we need depth test for grid, otherwise it would disappear when looking -# # the object from below -# glEnable(GL_DEPTH_TEST); -# -# # draw grid -# glLineWidth(3); -# glColor4f(0.2, 0.2, 0.2, 0.4); -# glEnableClientState(GL_VERTEX_ARRAY); -# glVertexPointer_c(3, GL_FLOAT, 0, $self->bed_grid_lines->ptr()); -# glDrawArrays(GL_LINES, 0, $self->bed_grid_lines->elements / 3); -# glDisableClientState(GL_VERTEX_ARRAY); -# -# glDisable(GL_BLEND); -# } -# -# my $volumes_bb = $self->volumes_bounding_box; -# -# { -# # draw axes -# # disable depth testing so that axes are not covered by ground -# glDisable(GL_DEPTH_TEST); -# my $origin = $self->origin; -# my $axis_len = $self->use_plain_shader ? 0.3 * max(@{ $self->bed_bounding_box->size }) : 2 * max(@{ $volumes_bb->size }); -# glLineWidth(2); -# glBegin(GL_LINES); -# # draw line for x axis -# glColor3f(1, 0, 0); -# glVertex3f(@$origin, $ground_z); -# glVertex3f($origin->x + $axis_len, $origin->y, $ground_z); #,, -# # draw line for y axis -# glColor3f(0, 1, 0); -# glVertex3f(@$origin, $ground_z); -# glVertex3f($origin->x, $origin->y + $axis_len, $ground_z); #++ -# glEnd(); -# # draw line for Z axis -# # (re-enable depth test so that axis is correctly shown when objects are behind it) -# glEnable(GL_DEPTH_TEST); -# glBegin(GL_LINES); -# glColor3f(0, 0, 1); -# glVertex3f(@$origin, $ground_z); -# glVertex3f(@$origin, $ground_z+$axis_len); -# glEnd(); -# } -# -# glEnable(GL_LIGHTING); -# -# # draw objects -# if (! $self->use_plain_shader) { -# $self->draw_volumes; -# } elsif ($self->UseVBOs) { -# if ($self->enable_picking) { -# $self->mark_volumes_for_layer_height; -# $self->volumes->set_print_box($self->bed_bounding_box->x_min, $self->bed_bounding_box->y_min, 0.0, $self->bed_bounding_box->x_max, $self->bed_bounding_box->y_max, $self->{config}->get('max_print_height')); -# $self->volumes->check_outside_state($self->{config}); -# # do not cull backfaces to show broken geometry, if any -# glDisable(GL_CULL_FACE); -# } -# $self->{plain_shader}->enable if $self->{plain_shader}; -# $self->volumes->render_VBOs; -# $self->{plain_shader}->disable; -# glEnable(GL_CULL_FACE) if ($self->enable_picking); -# } else { -# # do not cull backfaces to show broken geometry, if any -# glDisable(GL_CULL_FACE) if ($self->enable_picking); -# $self->volumes->render_legacy; -# glEnable(GL_CULL_FACE) if ($self->enable_picking); -# } -# -# if (defined $self->cutting_plane_z) { -# # draw cutting plane -# my $plane_z = $self->cutting_plane_z; -# my $bb = $volumes_bb; -# glDisable(GL_CULL_FACE); -# glDisable(GL_LIGHTING); -# glEnable(GL_BLEND); -# glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); -# glBegin(GL_QUADS); -# glColor4f(0.8, 0.8, 0.8, 0.5); -# glVertex3f($bb->x_min-20, $bb->y_min-20, $plane_z); -# glVertex3f($bb->x_max+20, $bb->y_min-20, $plane_z); -# glVertex3f($bb->x_max+20, $bb->y_max+20, $plane_z); -# glVertex3f($bb->x_min-20, $bb->y_max+20, $plane_z); -# glEnd(); -# glEnable(GL_CULL_FACE); -# glDisable(GL_BLEND); -# -# # draw cutting contours -# glEnableClientState(GL_VERTEX_ARRAY); -# glLineWidth(2); -# glColor3f(0, 0, 0); -# glVertexPointer_c(3, GL_FLOAT, 0, $self->cut_lines_vertices->ptr()); -# glDrawArrays(GL_LINES, 0, $self->cut_lines_vertices->elements / 3); -# glVertexPointer_c(3, GL_FLOAT, 0, 0); -# glDisableClientState(GL_VERTEX_ARRAY); -# } -# -# # draw warning message -# $self->draw_warning; -# -# # draw gcode preview legend -# $self->draw_legend; -# -# $self->draw_active_object_annotations; -# -# $self->SwapBuffers(); -#} -# -#sub draw_volumes { -# # $fakecolor is a boolean indicating, that the objects shall be rendered in a color coding the object index for picking. -# my ($self, $fakecolor) = @_; -# -# # do not cull backfaces to show broken geometry, if any -# glDisable(GL_CULL_FACE); -# -# glEnable(GL_BLEND); -# glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); -# -# glEnableClientState(GL_VERTEX_ARRAY); -# glEnableClientState(GL_NORMAL_ARRAY); -# -# foreach my $volume_idx (0..$#{$self->volumes}) { -# my $volume = $self->volumes->[$volume_idx]; -# -# if ($fakecolor) { -# # Object picking mode. Render the object with a color encoding the object index. -# my $r = ($volume_idx & 0x000000FF) >> 0; -# my $g = ($volume_idx & 0x0000FF00) >> 8; -# my $b = ($volume_idx & 0x00FF0000) >> 16; -# glColor4f($r/255.0, $g/255.0, $b/255.0, 1); -# } elsif ($volume->selected) { -# glColor4f(@{ &SELECTED_COLOR }); -# } elsif ($volume->hover) { -# glColor4f(@{ &HOVER_COLOR }); -# } else { -# glColor4f(@{ $volume->color }); -# } -# -# $volume->render; -# } -# glDisableClientState(GL_NORMAL_ARRAY); -# glDisableClientState(GL_VERTEX_ARRAY); -# -# glDisable(GL_BLEND); -# glEnable(GL_CULL_FACE); -#} -# -#sub mark_volumes_for_layer_height { -# my ($self) = @_; -# -# foreach my $volume_idx (0..$#{$self->volumes}) { -# my $volume = $self->volumes->[$volume_idx]; -# my $object_id = int($volume->select_group_id / 1000000); -# if ($self->layer_editing_enabled && $volume->selected && $self->{layer_height_edit_shader} && -# $volume->has_layer_height_texture && $object_id < $self->{print}->object_count) { -# $volume->set_layer_height_texture_data($self->{layer_preview_z_texture_id}, $self->{layer_height_edit_shader}->shader_program_id, -# $self->{print}->get_object($object_id), $self->_variable_layer_thickness_bar_mouse_cursor_z_relative, $self->{layer_height_edit_band_width}); -# } else { -# $volume->reset_layer_height_texture_data(); -# } -# } -#} -# -#sub _load_image_set_texture { -# my ($self, $file_name) = @_; -# # Load a PNG with an alpha channel. -# my $img = Wx::Image->new; -# $img->LoadFile(Slic3r::var($file_name), wxBITMAP_TYPE_PNG); -# # Get RGB & alpha raw data from wxImage, interleave them into a Perl array. -# my @rgb = unpack 'C*', $img->GetData(); -# my @alpha = $img->HasAlpha ? unpack 'C*', $img->GetAlpha() : (255) x (int(@rgb) / 3); -# my $n_pixels = int(@alpha); -# my @data = (0)x($n_pixels * 4); -# for (my $i = 0; $i < $n_pixels; $i += 1) { -# $data[$i*4 ] = $rgb[$i*3]; -# $data[$i*4+1] = $rgb[$i*3+1]; -# $data[$i*4+2] = $rgb[$i*3+2]; -# $data[$i*4+3] = $alpha[$i]; -# } -# # Initialize a raw bitmap data. -# my $params = { -# loaded => 1, -# valid => $n_pixels > 0, -# width => $img->GetWidth, -# height => $img->GetHeight, -# data => OpenGL::Array->new_list(GL_UNSIGNED_BYTE, @data), -# texture_id => glGenTextures_p(1) -# }; -# # Create and initialize a texture with the raw data. -# glBindTexture(GL_TEXTURE_2D, $params->{texture_id}); -# glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); -# glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); -# glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); -# glTexImage2D_c(GL_TEXTURE_2D, 0, GL_RGBA8, $params->{width}, $params->{height}, 0, GL_RGBA, GL_UNSIGNED_BYTE, $params->{data}->ptr); -# glBindTexture(GL_TEXTURE_2D, 0); -# return $params; -#} -# -#sub _variable_layer_thickness_load_overlay_image { -# my ($self) = @_; -# $self->{layer_preview_annotation} = $self->_load_image_set_texture('variable_layer_height_tooltip.png') -# if (! $self->{layer_preview_annotation}->{loaded}); -# return $self->{layer_preview_annotation}->{valid}; -#} -# -#sub _variable_layer_thickness_load_reset_image { -# my ($self) = @_; -# $self->{layer_preview_reset_image} = $self->_load_image_set_texture('variable_layer_height_reset.png') -# if (! $self->{layer_preview_reset_image}->{loaded}); -# return $self->{layer_preview_reset_image}->{valid}; -#} -# -## Paint the tooltip. -#sub _render_image { -# my ($self, $image, $l, $r, $b, $t) = @_; -# $self->_render_texture($image->{texture_id}, $l, $r, $b, $t); -#} -# -#sub _render_texture { -# my ($self, $tex_id, $l, $r, $b, $t) = @_; -# -# glColor4f(1.,1.,1.,1.); -# glDisable(GL_LIGHTING); -# glEnable(GL_BLEND); -# glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); -# glEnable(GL_TEXTURE_2D); -# glBindTexture(GL_TEXTURE_2D, $tex_id); -# glBegin(GL_QUADS); -# glTexCoord2d(0.,1.); glVertex3f($l, $b, 0); -# glTexCoord2d(1.,1.); glVertex3f($r, $b, 0); -# glTexCoord2d(1.,0.); glVertex3f($r, $t, 0); -# glTexCoord2d(0.,0.); glVertex3f($l, $t, 0); -# glEnd(); -# glBindTexture(GL_TEXTURE_2D, 0); -# glDisable(GL_TEXTURE_2D); -# glDisable(GL_BLEND); -# glEnable(GL_LIGHTING); -#} -# -#sub draw_active_object_annotations { -# # $fakecolor is a boolean indicating, that the objects shall be rendered in a color coding the object index for picking. -# my ($self) = @_; -# -# return if (! $self->{layer_height_edit_shader} || ! $self->layer_editing_enabled); -# -# # Find the selected volume, over which the layer editing is active. -# my $volume; -# foreach my $volume_idx (0..$#{$self->volumes}) { -# my $v = $self->volumes->[$volume_idx]; -# if ($v->selected && $v->has_layer_height_texture) { -# $volume = $v; -# last; -# } -# } -# return if (! $volume); -# -# # If the active object was not allocated at the Print, go away. This should only be a momentary case between an object addition / deletion -# # and an update by Platter::async_apply_config. -# my $object_idx = int($volume->select_group_id / 1000000); -# return if $object_idx >= $self->{print}->object_count; -# -# # The viewport and camera are set to complete view and glOrtho(-$x/2, $x/2, -$y/2, $y/2, -$depth, $depth), -# # where x, y is the window size divided by $self->_zoom. -# my ($bar_left, $bar_bottom, $bar_right, $bar_top) = $self->_variable_layer_thickness_bar_rect_viewport; -# my ($reset_left, $reset_bottom, $reset_right, $reset_top) = $self->_variable_layer_thickness_reset_rect_viewport; -# my $z_cursor_relative = $self->_variable_layer_thickness_bar_mouse_cursor_z_relative; -# -# my $print_object = $self->{print}->get_object($object_idx); -# my $z_max = $print_object->model_object->bounding_box->z_max; -# -# $self->{layer_height_edit_shader}->enable; -# $self->{layer_height_edit_shader}->set_uniform('z_to_texture_row', $volume->layer_height_texture_z_to_row_id); -# $self->{layer_height_edit_shader}->set_uniform('z_texture_row_to_normalized', 1. / $volume->layer_height_texture_height); -# $self->{layer_height_edit_shader}->set_uniform('z_cursor', $z_max * $z_cursor_relative); -# $self->{layer_height_edit_shader}->set_uniform('z_cursor_band_width', $self->{layer_height_edit_band_width}); -# glBindTexture(GL_TEXTURE_2D, $self->{layer_preview_z_texture_id}); -# glTexImage2D_c(GL_TEXTURE_2D, 0, GL_RGBA8, $volume->layer_height_texture_width, $volume->layer_height_texture_height, -# 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); -# glTexImage2D_c(GL_TEXTURE_2D, 1, GL_RGBA8, $volume->layer_height_texture_width / 2, $volume->layer_height_texture_height / 2, -# 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); -# glTexSubImage2D_c(GL_TEXTURE_2D, 0, 0, 0, $volume->layer_height_texture_width, $volume->layer_height_texture_height, -# GL_RGBA, GL_UNSIGNED_BYTE, $volume->layer_height_texture_data_ptr_level0); -# glTexSubImage2D_c(GL_TEXTURE_2D, 1, 0, 0, $volume->layer_height_texture_width / 2, $volume->layer_height_texture_height / 2, -# GL_RGBA, GL_UNSIGNED_BYTE, $volume->layer_height_texture_data_ptr_level1); -# -# # Render the color bar. -# glDisable(GL_DEPTH_TEST); -# # The viewport and camera are set to complete view and glOrtho(-$x/2, $x/2, -$y/2, $y/2, -$depth, $depth), -# # where x, y is the window size divided by $self->_zoom. -# glPushMatrix(); -# glLoadIdentity(); -# # Paint the overlay. -# glBegin(GL_QUADS); -# glVertex3f($bar_left, $bar_bottom, 0); -# glVertex3f($bar_right, $bar_bottom, 0); -# glVertex3f($bar_right, $bar_top, $z_max); -# glVertex3f($bar_left, $bar_top, $z_max); -# glEnd(); -# glBindTexture(GL_TEXTURE_2D, 0); -# $self->{layer_height_edit_shader}->disable; -# -# # Paint the tooltip. -# if ($self->_variable_layer_thickness_load_overlay_image) -# my $gap = 10/$self->_zoom; -# my ($l, $r, $b, $t) = ($bar_left - $self->{layer_preview_annotation}->{width}/$self->_zoom - $gap, $bar_left - $gap, $reset_bottom + $self->{layer_preview_annotation}->{height}/$self->_zoom + $gap, $reset_bottom + $gap); -# $self->_render_image($self->{layer_preview_annotation}, $l, $r, $t, $b); -# } -# -# # Paint the reset button. -# if ($self->_variable_layer_thickness_load_reset_image) { -# $self->_render_image($self->{layer_preview_reset_image}, $reset_left, $reset_right, $reset_bottom, $reset_top); -# } -# -# # Paint the graph. -# #FIXME show some kind of legend. -# my $max_z = unscale($print_object->size->z); -# my $profile = $print_object->model_object->layer_height_profile; -# my $layer_height = $print_object->config->get('layer_height'); -# my $layer_height_max = 10000000000.; -# { -# # Get a maximum layer height value. -# #FIXME This is a duplicate code of Slicing.cpp. -# my $nozzle_diameters = $print_object->print->config->get('nozzle_diameter'); -# my $layer_heights_min = $print_object->print->config->get('min_layer_height'); -# my $layer_heights_max = $print_object->print->config->get('max_layer_height'); -# for (my $i = 0; $i < scalar(@{$nozzle_diameters}); $i += 1) { -# my $lh_min = ($layer_heights_min->[$i] == 0.) ? 0.07 : max(0.01, $layer_heights_min->[$i]); -# my $lh_max = ($layer_heights_max->[$i] == 0.) ? (0.75 * $nozzle_diameters->[$i]) : $layer_heights_max->[$i]; -# $layer_height_max = min($layer_height_max, max($lh_min, $lh_max)); -# } -# } -# # Make the vertical bar a bit wider so the layer height curve does not touch the edge of the bar region. -# $layer_height_max *= 1.12; -# # Baseline -# glColor3f(0., 0., 0.); -# glBegin(GL_LINE_STRIP); -# glVertex2f($bar_left + $layer_height * ($bar_right - $bar_left) / $layer_height_max, $bar_bottom); -# glVertex2f($bar_left + $layer_height * ($bar_right - $bar_left) / $layer_height_max, $bar_top); -# glEnd(); -# # Curve -# glColor3f(0., 0., 1.); -# glBegin(GL_LINE_STRIP); -# for (my $i = 0; $i < int(@{$profile}); $i += 2) { -# my $z = $profile->[$i]; -# my $h = $profile->[$i+1]; -# glVertex3f($bar_left + $h * ($bar_right - $bar_left) / $layer_height_max, $bar_bottom + $z * ($bar_top - $bar_bottom) / $max_z, $z); -# } -# glEnd(); -# # Revert the matrices. -# glPopMatrix(); -# glEnable(GL_DEPTH_TEST); -#} -# -#sub draw_legend { -# my ($self) = @_; -# -# if (!$self->_legend_enabled) { -# return; -# } -# -# # If the legend texture has not been loaded into the GPU, do it now. -# my $tex_id = Slic3r::GUI::_3DScene::finalize_legend_texture; -# if ($tex_id > 0) -# { -# my $tex_w = Slic3r::GUI::_3DScene::get_legend_texture_width; -# my $tex_h = Slic3r::GUI::_3DScene::get_legend_texture_height; -# if (($tex_w > 0) && ($tex_h > 0)) -# { -# glDisable(GL_DEPTH_TEST); -# glPushMatrix(); -# glLoadIdentity(); -# -# my ($cw, $ch) = $self->GetSizeWH; -# -# my $l = (-0.5 * $cw) / $self->_zoom; -# my $t = (0.5 * $ch) / $self->_zoom; -# my $r = $l + $tex_w / $self->_zoom; -# my $b = $t - $tex_h / $self->_zoom; -# $self->_render_texture($tex_id, $l, $r, $b, $t); -# -# glPopMatrix(); -# glEnable(GL_DEPTH_TEST); -# } -# } -#} -# -#sub draw_warning { -# my ($self) = @_; -# -# if (!$self->_warning_enabled) { -# return; -# } -# -# # If the warning texture has not been loaded into the GPU, do it now. -# my $tex_id = Slic3r::GUI::_3DScene::finalize_warning_texture; -# if ($tex_id > 0) -# { -# my $tex_w = Slic3r::GUI::_3DScene::get_warning_texture_width; -# my $tex_h = Slic3r::GUI::_3DScene::get_warning_texture_height; -# if (($tex_w > 0) && ($tex_h > 0)) -# { -# glDisable(GL_DEPTH_TEST); -# glPushMatrix(); -# glLoadIdentity(); -# -# my ($cw, $ch) = $self->GetSizeWH; -# -# my $l = (-0.5 * $tex_w) / $self->_zoom; -# my $t = (-0.5 * $ch + $tex_h) / $self->_zoom; -# my $r = $l + $tex_w / $self->_zoom; -# my $b = $t - $tex_h / $self->_zoom; -# $self->_render_texture($tex_id, $l, $r, $b, $t); -# -# glPopMatrix(); -# glEnable(GL_DEPTH_TEST); -# } -# } -#} -# -#sub update_volumes_colors_by_extruder { -# my ($self, $config) = @_; -# $self->volumes->update_colors_by_extruder($config); -#} -# -#sub opengl_info -#{ -# my ($self, %params) = @_; -# my %tag = Slic3r::tags($params{format}); -# -# my $gl_version = glGetString(GL_VERSION); -# my $gl_vendor = glGetString(GL_VENDOR); -# my $gl_renderer = glGetString(GL_RENDERER); -# my $glsl_version = glGetString(GL_SHADING_LANGUAGE_VERSION); -# -# my $out = ''; -# $out .= "$tag{h2start}OpenGL installation$tag{h2end}$tag{eol}"; -# $out .= " $tag{bstart}Using POGL$tag{bend} v$OpenGL::BUILD_VERSION$tag{eol}"; -# $out .= " $tag{bstart}GL version: $tag{bend}${gl_version}$tag{eol}"; -# $out .= " $tag{bstart}vendor: $tag{bend}${gl_vendor}$tag{eol}"; -# $out .= " $tag{bstart}renderer: $tag{bend}${gl_renderer}$tag{eol}"; -# $out .= " $tag{bstart}GLSL version: $tag{bend}${glsl_version}$tag{eol}"; -# -# # Check for other OpenGL extensions -# $out .= "$tag{h2start}Installed extensions (* implemented in the module):$tag{h2end}$tag{eol}"; -# my $extensions = glGetString(GL_EXTENSIONS); -# my @extensions = split(' ',$extensions); -# foreach my $ext (sort @extensions) { -# my $stat = glpCheckExtension($ext); -# $out .= sprintf("%s ${ext}$tag{eol}", $stat?' ':'*'); -# $out .= sprintf(" ${stat}$tag{eol}") if ($stat && $stat !~ m|^$ext |); -# } -# -# return $out; -#} -# -#sub _report_opengl_state -#{ -# my ($self, $comment) = @_; -# my $err = glGetError(); -# return 0 if ($err == 0); -# -# # gluErrorString() hangs. Don't use it. -## my $errorstr = gluErrorString(); -# my $errorstr = ''; -# if ($err == 0x0500) { -# $errorstr = 'GL_INVALID_ENUM'; -# } elsif ($err == GL_INVALID_VALUE) { -# $errorstr = 'GL_INVALID_VALUE'; -# } elsif ($err == GL_INVALID_OPERATION) { -# $errorstr = 'GL_INVALID_OPERATION'; -# } elsif ($err == GL_STACK_OVERFLOW) { -# $errorstr = 'GL_STACK_OVERFLOW'; -# } elsif ($err == GL_OUT_OF_MEMORY) { -# $errorstr = 'GL_OUT_OF_MEMORY'; -# } else { -# $errorstr = 'unknown'; -# } -# if (defined($comment)) { -# printf("OpenGL error at %s, nr %d (0x%x): %s\n", $comment, $err, $err, $errorstr); -# } else { -# printf("OpenGL error nr %d (0x%x): %s\n", $err, $err, $errorstr); -# } -#} -# -#sub _vertex_shader_Gouraud { -# return <<'VERTEX'; -##version 110 -# -##define INTENSITY_CORRECTION 0.6 -# -#// normalized values for (-0.6/1.31, 0.6/1.31, 1./1.31) -#const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929); -##define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION) -##define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION) -##define LIGHT_TOP_SHININESS 20.0 -# -#// normalized values for (1./1.43, 0.2/1.43, 1./1.43) -#const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074); -##define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION) -#//#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION) -#//#define LIGHT_FRONT_SHININESS 5.0 -# -##define INTENSITY_AMBIENT 0.3 -# -#const vec3 ZERO = vec3(0.0, 0.0, 0.0); -# -#struct PrintBoxDetection -#{ -# vec3 min; -# vec3 max; -# // xyz contains the offset, if w == 1.0 detection needs to be performed -# vec4 volume_origin; -#}; -# -#uniform PrintBoxDetection print_box; -# -#// x = tainted, y = specular; -#varying vec2 intensity; -# -#varying vec3 delta_box_min; -#varying vec3 delta_box_max; -# -#void main() -#{ -# // First transform the normal into camera space and normalize the result. -# vec3 normal = normalize(gl_NormalMatrix * gl_Normal); -# -# // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex. -# // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range. -# float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0); -# -# intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; -# intensity.y = 0.0; -# -# if (NdotL > 0.0) -# intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS); -# -# // Perform the same lighting calculation for the 2nd light source (no specular applied). -# NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0); -# intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; -# -# // compute deltas for out of print volume detection (world coordinates) -# if (print_box.volume_origin.w == 1.0) -# { -# vec3 v = gl_Vertex.xyz + print_box.volume_origin.xyz; -# delta_box_min = v - print_box.min; -# delta_box_max = v - print_box.max; -# } -# else -# { -# delta_box_min = ZERO; -# delta_box_max = ZERO; -# } -# -# gl_Position = ftransform(); -#} -# -#VERTEX -#} -# -#sub _fragment_shader_Gouraud { -# return <<'FRAGMENT'; -##version 110 -# -#const vec3 ZERO = vec3(0.0, 0.0, 0.0); -# -#// x = tainted, y = specular; -#varying vec2 intensity; -# -#varying vec3 delta_box_min; -#varying vec3 delta_box_max; -# -#uniform vec4 uniform_color; -# -#void main() -#{ -# // if the fragment is outside the print volume -> use darker color -# vec3 color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(uniform_color.rgb, ZERO, 0.3333) : uniform_color.rgb; -# gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + color * intensity.x, uniform_color.a); -#} -# -#FRAGMENT -#} -# -#sub _vertex_shader_Phong { -# return <<'VERTEX'; -##version 110 -# -#varying vec3 normal; -#varying vec3 eye; -#void main(void) -#{ -# eye = normalize(vec3(gl_ModelViewMatrix * gl_Vertex)); -# normal = normalize(gl_NormalMatrix * gl_Normal); -# gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; -#} -#VERTEX -#} -# -#sub _fragment_shader_Phong { -# return <<'FRAGMENT'; -##version 110 -# -##define INTENSITY_CORRECTION 0.7 -# -##define LIGHT_TOP_DIR -0.6/1.31, 0.6/1.31, 1./1.31 -##define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION) -##define LIGHT_TOP_SPECULAR (0.5 * INTENSITY_CORRECTION) -#//#define LIGHT_TOP_SHININESS 50. -##define LIGHT_TOP_SHININESS 10. -# -##define LIGHT_FRONT_DIR 1./1.43, 0.2/1.43, 1./1.43 -##define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION) -##define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION) -##define LIGHT_FRONT_SHININESS 50. -# -##define INTENSITY_AMBIENT 0.0 -# -#varying vec3 normal; -#varying vec3 eye; -#uniform vec4 uniform_color; -#void main() { -# -# float intensity_specular = 0.; -# float intensity_tainted = 0.; -# float intensity = max(dot(normal,vec3(LIGHT_TOP_DIR)), 0.0); -# // if the vertex is lit compute the specular color -# if (intensity > 0.0) { -# intensity_tainted = LIGHT_TOP_DIFFUSE * intensity; -# // compute the half vector -# vec3 h = normalize(vec3(LIGHT_TOP_DIR) + eye); -# // compute the specular term into spec -# intensity_specular = LIGHT_TOP_SPECULAR * pow(max(dot(h, normal), 0.0), LIGHT_TOP_SHININESS); -# } -# intensity = max(dot(normal,vec3(LIGHT_FRONT_DIR)), 0.0); -# // if the vertex is lit compute the specular color -# if (intensity > 0.0) { -# intensity_tainted += LIGHT_FRONT_DIFFUSE * intensity; -# // compute the half vector -#// vec3 h = normalize(vec3(LIGHT_FRONT_DIR) + eye); -# // compute the specular term into spec -#// intensity_specular += LIGHT_FRONT_SPECULAR * pow(max(dot(h,normal), 0.0), LIGHT_FRONT_SHININESS); -# } -# -# gl_FragColor = max( -# vec4(intensity_specular, intensity_specular, intensity_specular, 0.) + uniform_color * intensity_tainted, -# INTENSITY_AMBIENT * uniform_color); -# gl_FragColor.a = uniform_color.a; -#} -#FRAGMENT -#} -# -#sub _vertex_shader_variable_layer_height { -# return <<'VERTEX'; -##version 110 -# -##define INTENSITY_CORRECTION 0.6 -# -#const vec3 LIGHT_TOP_DIR = vec3(-0.4574957, 0.4574957, 0.7624929); -##define LIGHT_TOP_DIFFUSE (0.8 * INTENSITY_CORRECTION) -##define LIGHT_TOP_SPECULAR (0.125 * INTENSITY_CORRECTION) -##define LIGHT_TOP_SHININESS 20.0 -# -#const vec3 LIGHT_FRONT_DIR = vec3(0.6985074, 0.1397015, 0.6985074); -##define LIGHT_FRONT_DIFFUSE (0.3 * INTENSITY_CORRECTION) -#//#define LIGHT_FRONT_SPECULAR (0.0 * INTENSITY_CORRECTION) -#//#define LIGHT_FRONT_SHININESS 5.0 -# -##define INTENSITY_AMBIENT 0.3 -# -#// x = tainted, y = specular; -#varying vec2 intensity; -# -#varying float object_z; -# -#void main() -#{ -# // First transform the normal into camera space and normalize the result. -# vec3 normal = normalize(gl_NormalMatrix * gl_Normal); -# -# // Compute the cos of the angle between the normal and lights direction. The light is directional so the direction is constant for every vertex. -# // Since these two are normalized the cosine is the dot product. We also need to clamp the result to the [0,1] range. -# float NdotL = max(dot(normal, LIGHT_TOP_DIR), 0.0); -# -# intensity.x = INTENSITY_AMBIENT + NdotL * LIGHT_TOP_DIFFUSE; -# intensity.y = 0.0; -# -# if (NdotL > 0.0) -# intensity.y += LIGHT_TOP_SPECULAR * pow(max(dot(normal, reflect(-LIGHT_TOP_DIR, normal)), 0.0), LIGHT_TOP_SHININESS); -# -# // Perform the same lighting calculation for the 2nd light source (no specular) -# NdotL = max(dot(normal, LIGHT_FRONT_DIR), 0.0); -# -# intensity.x += NdotL * LIGHT_FRONT_DIFFUSE; -# -# // Scaled to widths of the Z texture. -# object_z = gl_Vertex.z; -# -# gl_Position = ftransform(); -#} -# -#VERTEX -#} -# -#sub _fragment_shader_variable_layer_height { -# return <<'FRAGMENT'; -##version 110 -# -##define M_PI 3.1415926535897932384626433832795 -# -#// 2D texture (1D texture split by the rows) of color along the object Z axis. -#uniform sampler2D z_texture; -#// Scaling from the Z texture rows coordinate to the normalized texture row coordinate. -#uniform float z_to_texture_row; -#uniform float z_texture_row_to_normalized; -#uniform float z_cursor; -#uniform float z_cursor_band_width; -# -#// x = tainted, y = specular; -#varying vec2 intensity; -# -#varying float object_z; -# -#void main() -#{ -# float object_z_row = z_to_texture_row * object_z; -# // Index of the row in the texture. -# float z_texture_row = floor(object_z_row); -# // Normalized coordinate from 0. to 1. -# float z_texture_col = object_z_row - z_texture_row; -# float z_blend = 0.25 * cos(min(M_PI, abs(M_PI * (object_z - z_cursor) * 1.8 / z_cursor_band_width))) + 0.25; -# // Calculate level of detail from the object Z coordinate. -# // This makes the slowly sloping surfaces to be show with high detail (with stripes), -# // and the vertical surfaces to be shown with low detail (no stripes) -# float z_in_cells = object_z_row * 190.; -# // Gradient of Z projected on the screen. -# float dx_vtc = dFdx(z_in_cells); -# float dy_vtc = dFdy(z_in_cells); -# float lod = clamp(0.5 * log2(max(dx_vtc*dx_vtc, dy_vtc*dy_vtc)), 0., 1.); -# // Sample the Z texture. Texture coordinates are normalized to <0, 1>. -# vec4 color = -# mix(texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row + 0.5 )), -10000.), -# texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row * 2. + 1.)), 10000.), lod); -# -# // Mix the final color. -# gl_FragColor = -# vec4(intensity.y, intensity.y, intensity.y, 1.0) + intensity.x * mix(color, vec4(1.0, 1.0, 0.0, 1.0), z_blend); -#} -# -#FRAGMENT -#} -#=================================================================================================================================== - # The 3D canvas to display objects and tool paths. package Slic3r::GUI::3DScene; use base qw(Slic3r::GUI::3DScene::Base); -#=================================================================================================================================== -#use OpenGL qw(:glconstants :gluconstants :glufunctions); -#use List::Util qw(first min max); -#use Slic3r::Geometry qw(scale unscale epsilon); -#use Slic3r::Print::State ':steps'; -#=================================================================================================================================== - -#=================================================================================================================================== -#__PACKAGE__->mk_accessors(qw( -# color_by -# select_by -# drag_by -#)); -#=================================================================================================================================== - sub new { my $class = shift; - my $self = $class->SUPER::new(@_); -#=================================================================================================================================== -# $self->color_by('volume'); # object | volume -# $self->select_by('object'); # object | volume | instance -# $self->drag_by('instance'); # object | instance -#=================================================================================================================================== - + my $self = $class->SUPER::new(@_); return $self; } -#============================================================================================================================== -#sub load_object { -# my ($self, $model, $print, $obj_idx, $instance_idxs) = @_; -# -# $self->SetCurrent($self->GetContext) if $useVBOs; -# -# my $model_object; -# if ($model->isa('Slic3r::Model::Object')) { -# $model_object = $model; -# $model = $model_object->model; -# $obj_idx = 0; -# } else { -# $model_object = $model->get_object($obj_idx); -# } -# -# $instance_idxs ||= [0..$#{$model_object->instances}]; -# my $volume_indices = $self->volumes->load_object( -# $model_object, $obj_idx, $instance_idxs, $self->color_by, $self->select_by, $self->drag_by, -# $self->UseVBOs); -# return @{$volume_indices}; -#} -# -## Create 3D thick extrusion lines for a skirt and brim. -## Adds a new Slic3r::GUI::3DScene::Volume to $self->volumes. -#sub load_print_toolpaths { -# my ($self, $print, $colors) = @_; -# -# $self->SetCurrent($self->GetContext) if $self->UseVBOs; -# Slic3r::GUI::_3DScene::_load_print_toolpaths($print, $self->volumes, $colors, $self->UseVBOs) -# if ($print->step_done(STEP_SKIRT) && $print->step_done(STEP_BRIM)); -#} -# -## Create 3D thick extrusion lines for object forming extrusions. -## Adds a new Slic3r::GUI::3DScene::Volume to $self->volumes, -## one for perimeters, one for infill and one for supports. -#sub load_print_object_toolpaths { -# my ($self, $object, $colors) = @_; -# -# $self->SetCurrent($self->GetContext) if $self->UseVBOs; -# Slic3r::GUI::_3DScene::_load_print_object_toolpaths($object, $self->volumes, $colors, $self->UseVBOs); -#} -# -## Create 3D thick extrusion lines for wipe tower extrusions. -#sub load_wipe_tower_toolpaths { -# my ($self, $print, $colors) = @_; -# -# $self->SetCurrent($self->GetContext) if $self->UseVBOs; -# Slic3r::GUI::_3DScene::_load_wipe_tower_toolpaths($print, $self->volumes, $colors, $self->UseVBOs) -# if ($print->step_done(STEP_WIPE_TOWER)); -#} -# -#sub load_gcode_preview { -# my ($self, $print, $gcode_preview_data, $colors) = @_; -# -# $self->SetCurrent($self->GetContext) if $self->UseVBOs; -# Slic3r::GUI::_3DScene::load_gcode_preview($print, $gcode_preview_data, $self->volumes, $colors, $self->UseVBOs); -#} -# -#sub set_toolpaths_range { -# my ($self, $min_z, $max_z) = @_; -# $self->volumes->set_range($min_z, $max_z); -#} -# -#sub reset_legend_texture { -# Slic3r::GUI::_3DScene::reset_legend_texture(); -#} -# -#sub get_current_print_zs { -# my ($self, $active_only) = @_; -# return $self->volumes->get_current_print_zs($active_only); -#} -#============================================================================================================================== - 1; diff --git a/lib/Slic3r/GUI/Plater/3D.pm b/lib/Slic3r/GUI/Plater/3D.pm index 7f83e0f57..0b770b31c 100644 --- a/lib/Slic3r/GUI/Plater/3D.pm +++ b/lib/Slic3r/GUI/Plater/3D.pm @@ -5,25 +5,13 @@ use utf8; use List::Util qw(); use Wx qw(:misc :pen :brush :sizer :font :cursor :keycode wxTAB_TRAVERSAL); -#============================================================================================================================== -#use Wx::Event qw(EVT_KEY_DOWN EVT_CHAR); -#============================================================================================================================== use base qw(Slic3r::GUI::3DScene Class::Accessor); -#============================================================================================================================== -#use Wx::Locale gettext => 'L'; -# -#__PACKAGE__->mk_accessors(qw( -# on_arrange on_rotate_object_left on_rotate_object_right on_scale_object_uniformly -# on_remove_object on_increase_objects on_decrease_objects on_enable_action_buttons)); -#============================================================================================================================== - sub new { my $class = shift; my ($parent, $objects, $model, $print, $config) = @_; my $self = $class->SUPER::new($parent); -#============================================================================================================================== Slic3r::GUI::_3DScene::enable_picking($self, 1); Slic3r::GUI::_3DScene::enable_moving($self, 1); Slic3r::GUI::_3DScene::set_select_by($self, 'object'); @@ -31,253 +19,8 @@ sub new { Slic3r::GUI::_3DScene::set_model($self, $model); Slic3r::GUI::_3DScene::set_print($self, $print); Slic3r::GUI::_3DScene::set_config($self, $config); -# $self->enable_picking(1); -# $self->enable_moving(1); -# $self->select_by('object'); -# $self->drag_by('instance'); -# -# $self->{objects} = $objects; -# $self->{model} = $model; -# $self->{print} = $print; -# $self->{config} = $config; -# $self->{on_select_object} = sub {}; -# $self->{on_instances_moved} = sub {}; -# $self->{on_wipe_tower_moved} = sub {}; -# -# $self->{objects_volumes_idxs} = []; -# -# $self->on_select(sub { -# my ($volume_idx) = @_; -# $self->{on_select_object}->(($volume_idx == -1) ? undef : $self->volumes->[$volume_idx]->object_idx) -# if ($self->{on_select_object}); -# }); -# -# $self->on_move(sub { -# my @volume_idxs = @_; -# my %done = (); # prevent moving instances twice -# my $object_moved; -# my $wipe_tower_moved; -# foreach my $volume_idx (@volume_idxs) { -# my $volume = $self->volumes->[$volume_idx]; -# my $obj_idx = $volume->object_idx; -# my $instance_idx = $volume->instance_idx; -# next if $done{"${obj_idx}_${instance_idx}"}; -# $done{"${obj_idx}_${instance_idx}"} = 1; -# if ($obj_idx < 1000) { -# # Move a regular object. -# my $model_object = $self->{model}->get_object($obj_idx); -# $model_object -# ->instances->[$instance_idx] -# ->offset -# ->translate($volume->origin->x, $volume->origin->y); #)) -# $model_object->invalidate_bounding_box; -# $object_moved = 1; -# } elsif ($obj_idx == 1000) { -# # Move a wipe tower proxy. -# $wipe_tower_moved = $volume->origin; -# } -# } -# -# $self->{on_instances_moved}->() -# if $object_moved && $self->{on_instances_moved}; -# $self->{on_wipe_tower_moved}->($wipe_tower_moved) -# if $wipe_tower_moved && $self->{on_wipe_tower_moved}; -# }); -# -# EVT_KEY_DOWN($self, sub { -# my ($s, $event) = @_; -# if ($event->HasModifiers) { -# $event->Skip; -# } else { -# my $key = $event->GetKeyCode; -# if ($key == WXK_DELETE) { -# $self->on_remove_object->() if $self->on_remove_object; -# } else { -# $event->Skip; -# } -# } -# }); -# -# EVT_CHAR($self, sub { -# my ($s, $event) = @_; -# if ($event->HasModifiers) { -# $event->Skip; -# } else { -# my $key = $event->GetKeyCode; -# if ($key == ord('a')) { -# $self->on_arrange->() if $self->on_arrange; -# } elsif ($key == ord('l')) { -# $self->on_rotate_object_left->() if $self->on_rotate_object_left; -# } elsif ($key == ord('r')) { -# $self->on_rotate_object_right->() if $self->on_rotate_object_right; -# } elsif ($key == ord('s')) { -# $self->on_scale_object_uniformly->() if $self->on_scale_object_uniformly; -# } elsif ($key == ord('+')) { -# $self->on_increase_objects->() if $self->on_increase_objects; -# } elsif ($key == ord('-')) { -# $self->on_decrease_objects->() if $self->on_decrease_objects; -# } else { -# $event->Skip; -# } -# } -# }); -#============================================================================================================================== return $self; } -#============================================================================================================================== -#sub set_on_select_object { -# my ($self, $cb) = @_; -# $self->{on_select_object} = $cb; -#} -# -#sub set_on_double_click { -# my ($self, $cb) = @_; -# $self->on_double_click($cb); -#} -# -#sub set_on_right_click { -# my ($self, $cb) = @_; -# $self->on_right_click($cb); -#} -# -#sub set_on_arrange { -# my ($self, $cb) = @_; -# $self->on_arrange($cb); -#} -# -#sub set_on_rotate_object_left { -# my ($self, $cb) = @_; -# $self->on_rotate_object_left($cb); -#} -# -#sub set_on_rotate_object_right { -# my ($self, $cb) = @_; -# $self->on_rotate_object_right($cb); -#} -# -#sub set_on_scale_object_uniformly { -# my ($self, $cb) = @_; -# $self->on_scale_object_uniformly($cb); -#} -# -#sub set_on_increase_objects { -# my ($self, $cb) = @_; -# $self->on_increase_objects($cb); -#} -# -#sub set_on_decrease_objects { -# my ($self, $cb) = @_; -# $self->on_decrease_objects($cb); -#} -# -#sub set_on_remove_object { -# my ($self, $cb) = @_; -# $self->on_remove_object($cb); -#} -# -#sub set_on_instances_moved { -# my ($self, $cb) = @_; -# $self->{on_instances_moved} = $cb; -#} -# -#sub set_on_wipe_tower_moved { -# my ($self, $cb) = @_; -# $self->{on_wipe_tower_moved} = $cb; -#} -# -#sub set_on_model_update { -# my ($self, $cb) = @_; -# $self->on_model_update($cb); -#} -# -#sub set_on_enable_action_buttons { -# my ($self, $cb) = @_; -# $self->on_enable_action_buttons($cb); -#} -# -#sub update_volumes_selection { -# my ($self) = @_; -# -# foreach my $obj_idx (0..$#{$self->{model}->objects}) { -# if ($self->{objects}[$obj_idx]->selected) { -# my $volume_idxs = $self->{objects_volumes_idxs}->[$obj_idx]; -# $self->select_volume($_) for @{$volume_idxs}; -# } -# } -#} -# -#sub reload_scene { -# my ($self, $force) = @_; -# -# $self->reset_objects; -# $self->update_bed_size; -# -# if (! $self->IsShown && ! $force) { -# $self->{reload_delayed} = 1; -# return; -# } -# -# $self->{reload_delayed} = 0; -# -# $self->{objects_volumes_idxs} = []; -# foreach my $obj_idx (0..$#{$self->{model}->objects}) { -# my @volume_idxs = $self->load_object($self->{model}, $self->{print}, $obj_idx); -# push(@{$self->{objects_volumes_idxs}}, \@volume_idxs); -# } -# -# $self->update_volumes_selection; -# -# if (defined $self->{config}->nozzle_diameter) { -# # Should the wipe tower be visualized? -# my $extruders_count = scalar @{ $self->{config}->nozzle_diameter }; -# # Height of a print. -# my $height = $self->{model}->bounding_box->z_max; -# # Show at least a slab. -# $height = 10 if $height < 10; -# if ($extruders_count > 1 && $self->{config}->single_extruder_multi_material && $self->{config}->wipe_tower && -# ! $self->{config}->complete_objects) { -# $self->volumes->load_wipe_tower_preview(1000, -# $self->{config}->wipe_tower_x, $self->{config}->wipe_tower_y, $self->{config}->wipe_tower_width, -# #$self->{config}->wipe_tower_per_color_wipe# 15 * ($extruders_count - 1), # this is just a hack when the config parameter became obsolete -# 15 * ($extruders_count - 1), -# $self->{model}->bounding_box->z_max, $self->{config}->wipe_tower_rotation_angle, $self->UseVBOs); -# } -# } -# -# $self->update_volumes_colors_by_extruder($self->{config}); -# -# # checks for geometry outside the print volume to render it accordingly -# if (scalar @{$self->volumes} > 0) -# { -# my $contained = $self->volumes->check_outside_state($self->{config}); -# if (!$contained) { -# $self->set_warning_enabled(1); -# Slic3r::GUI::_3DScene::generate_warning_texture(L("Detected object outside print volume")); -# $self->on_enable_action_buttons->(0) if ($self->on_enable_action_buttons); -# } else { -# $self->set_warning_enabled(0); -# $self->volumes->reset_outside_state(); -# Slic3r::GUI::_3DScene::reset_warning_texture(); -# $self->on_enable_action_buttons->(scalar @{$self->{model}->objects} > 0) if ($self->on_enable_action_buttons); -# } -# } else { -# $self->set_warning_enabled(0); -# Slic3r::GUI::_3DScene::reset_warning_texture(); -# } -#} -# -#sub update_bed_size { -# my ($self) = @_; -# $self->set_bed_shape($self->{config}->bed_shape); -#} -# -## Called by the Platter wxNotebook when this page is activated. -#sub OnActivate { -# my ($self) = @_; -# $self->reload_scene(1) if ($self->{reload_delayed}); -#} -#============================================================================================================================== - 1;