Added force_full_scene_refresh parameter to the 3DScene::refresh()
function to force a refresh of all GLVolumes. Currently this hack is used by the Platter::arrange() function only, and ideally we should replace this parameter with a smarter 3DScene::refresh() function, which would check for the transformation matrices as well.
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@ -2107,9 +2107,9 @@ void _3DScene::mirror_selection(wxGLCanvas* canvas, Axis axis)
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s_canvas_mgr.mirror_selection(canvas, axis);
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}
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void _3DScene::reload_scene(wxGLCanvas* canvas, bool force)
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void _3DScene::reload_scene(wxGLCanvas* canvas, bool refresh_immediately, bool force_full_scene_refresh)
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{
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s_canvas_mgr.reload_scene(canvas, force);
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s_canvas_mgr.reload_scene(canvas, refresh_immediately, force_full_scene_refresh);
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}
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void _3DScene::load_gcode_preview(wxGLCanvas* canvas, const GCodePreviewData* preview_data, const std::vector<std::string>& str_tool_colors)
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@ -644,7 +644,7 @@ public:
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static void mirror_selection(wxGLCanvas* canvas, Axis axis);
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static void reload_scene(wxGLCanvas* canvas, bool force);
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static void reload_scene(wxGLCanvas* canvas, bool refresh_immediately, bool force_full_scene_refresh = false);
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static void load_gcode_preview(wxGLCanvas* canvas, const GCodePreviewData* preview_data, const std::vector<std::string>& str_tool_colors);
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static void load_preview(wxGLCanvas* canvas, const std::vector<std::string>& str_tool_colors);
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@ -3767,7 +3767,7 @@ void GLCanvas3D::mirror_selection(Axis axis)
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// 3) SLA support meshes for their respective ModelObjects / ModelInstances
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// 4) Wipe tower preview
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// 5) Out of bed collision status & message overlay (texture)
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void GLCanvas3D::reload_scene(bool force)
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void GLCanvas3D::reload_scene(bool refresh_immediately, bool force_full_scene_refresh)
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{
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if ((m_canvas == nullptr) || (m_config == nullptr) || (m_model == nullptr))
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return;
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@ -3809,7 +3809,7 @@ void GLCanvas3D::reload_scene(bool force)
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glvolumes_new.reserve(m_volumes.volumes.size());
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auto model_volume_state_lower = [](const ModelVolumeState &m1, const ModelVolumeState &m2) { return m1.geometry_id < m2.geometry_id; };
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m_reload_delayed = ! m_canvas->IsShown() && ! force;
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m_reload_delayed = ! m_canvas->IsShown() && ! refresh_immediately && ! force_full_scene_refresh;
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PrinterTechnology printer_technology = wxGetApp().preset_bundle->printers.get_edited_preset().printer_technology();
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@ -3866,7 +3866,7 @@ void GLCanvas3D::reload_scene(bool force)
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if (it != model_volume_state.end() && it->geometry_id == key.geometry_id)
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mvs = &(*it);
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}
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if (mvs == nullptr) {
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if (mvs == nullptr || force_full_scene_refresh) {
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// This GLVolume will be released.
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volume->release_geometry();
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if (! m_reload_delayed)
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@ -824,7 +824,7 @@ public:
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void mirror_selection(Axis axis);
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void reload_scene(bool force);
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void reload_scene(bool refresh_immediately, bool force_full_scene_refresh);
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void load_gcode_preview(const GCodePreviewData& preview_data, const std::vector<std::string>& str_tool_colors);
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void load_preview(const std::vector<std::string>& str_tool_colors);
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@ -506,11 +506,11 @@ void GLCanvas3DManager::mirror_selection(wxGLCanvas* canvas, Axis axis)
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it->second->mirror_selection(axis);
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}
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void GLCanvas3DManager::reload_scene(wxGLCanvas* canvas, bool force)
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void GLCanvas3DManager::reload_scene(wxGLCanvas* canvas, bool refresh_immediately, bool force_full_scene_refresh)
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{
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CanvasesMap::iterator it = _get_canvas(canvas);
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if (it != m_canvases.end())
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it->second->reload_scene(force);
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it->second->reload_scene(refresh_immediately, force_full_scene_refresh);
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}
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void GLCanvas3DManager::load_gcode_preview(wxGLCanvas* canvas, const GCodePreviewData* preview_data, const std::vector<std::string>& str_tool_colors)
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@ -141,7 +141,7 @@ public:
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void mirror_selection(wxGLCanvas* canvas, Axis axis);
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void reload_scene(wxGLCanvas* canvas, bool force);
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void reload_scene(wxGLCanvas* canvas, bool refresh_immediately, bool force_full_scene_refresh = false);
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void load_gcode_preview(wxGLCanvas* canvas, const GCodePreviewData* preview_data, const std::vector<std::string>& str_tool_colors);
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void load_preview(wxGLCanvas* canvas, const std::vector<std::string>& str_tool_colors);
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@ -930,7 +930,7 @@ struct Plater::priv
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priv(Plater *q, MainFrame *main_frame);
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void update();
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void update(bool force_full_scene_refresh = false);
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void select_view(const std::string& direction);
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void update_ui_from_settings();
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ProgressStatusBar* statusbar();
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@ -1144,7 +1144,7 @@ Plater::priv::priv(Plater *q, MainFrame *main_frame)
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q->Layout();
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}
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void Plater::priv::update()
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void Plater::priv::update(bool force_full_scene_refresh)
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{
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wxWindowUpdateLocker freeze_guard(q);
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if (get_config("autocenter") == "1") {
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@ -1160,7 +1160,7 @@ void Plater::priv::update()
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// pulls the correct data.
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this->update_background_process();
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}
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_3DScene::reload_scene(canvas3D, false);
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_3DScene::reload_scene(canvas3D, false, force_full_scene_refresh);
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preview->reset_gcode_preview_data();
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preview->reload_print();
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@ -1662,9 +1662,9 @@ void Plater::priv::arrange()
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// We enable back the arrange button
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_3DScene::enable_toolbar_item(canvas3D, "arrange", can_arrange());
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// FIXME: none of the following seem to work now. (update did the job previously)
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// _3DScene::reload_scene(canvas3D, false);
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update();
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// Do a full refresh of scene tree, including regenerating all the GLVolumes.
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//FIXME The update function shall just reload the modified matrices.
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update(true);
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}
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void Plater::priv::split_object()
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