Tech ENABLE_SEQUENTIAL_LIMITS set as default

This commit is contained in:
enricoturri1966 2021-07-20 12:05:15 +02:00
parent e6c361ec5e
commit c61785f775
18 changed files with 6 additions and 668 deletions

View File

@ -352,18 +352,12 @@ bool Print::has_brim() const
return std::any_of(m_objects.begin(), m_objects.end(), [](PrintObject *object) { return object->has_brim(); });
}
#if ENABLE_SEQUENTIAL_LIMITS
bool Print::sequential_print_horizontal_clearance_valid(const Print& print, Polygons* polygons)
#else
static inline bool sequential_print_horizontal_clearance_valid(const Print &print)
#endif // ENABLE_SEQUENTIAL_LIMITS
{
Polygons convex_hulls_other;
#if ENABLE_SEQUENTIAL_LIMITS
if (polygons != nullptr)
polygons->clear();
std::vector<size_t> intersecting_idxs;
#endif // ENABLE_SEQUENTIAL_LIMITS
std::map<ObjectID, Polygon> map_model_object_to_convex_hull;
for (const PrintObject *print_object : print.objects()) {
@ -408,7 +402,6 @@ static inline bool sequential_print_horizontal_clearance_valid(const Print &prin
// instance.shift is a position of a centered object, while model object may not be centered.
// Convert the shift from the PrintObject's coordinates into ModelObject's coordinates by removing the centering offset.
convex_hull.translate(instance.shift - print_object->center_offset());
#if ENABLE_SEQUENTIAL_LIMITS
// if output needed, collect indices (inside convex_hulls_other) of intersecting hulls
for (size_t i = 0; i < convex_hulls_other.size(); ++i) {
if (!intersection((Polygons)convex_hulls_other[i], (Polygons)convex_hull).empty()) {
@ -420,15 +413,10 @@ static inline bool sequential_print_horizontal_clearance_valid(const Print &prin
}
}
}
#else
if (!intersection(convex_hulls_other, (Polygons)convex_hull).empty())
return false;
#endif // ENABLE_SEQUENTIAL_LIMITS
convex_hulls_other.emplace_back(std::move(convex_hull));
}
}
#if ENABLE_SEQUENTIAL_LIMITS
if (!intersecting_idxs.empty()) {
// use collected indices (inside convex_hulls_other) to update output
std::sort(intersecting_idxs.begin(), intersecting_idxs.end());
@ -438,7 +426,6 @@ static inline bool sequential_print_horizontal_clearance_valid(const Print &prin
}
return false;
}
#endif // ENABLE_SEQUENTIAL_LIMITS
return true;
}

View File

@ -583,9 +583,7 @@ public:
const PrintRegion& get_print_region(size_t idx) const { return *m_print_regions[idx]; }
const ToolOrdering& get_tool_ordering() const { return m_wipe_tower_data.tool_ordering; }
#if ENABLE_SEQUENTIAL_LIMITS
static bool sequential_print_horizontal_clearance_valid(const Print& print, Polygons* polygons = nullptr);
#endif // ENABLE_SEQUENTIAL_LIMITS
protected:
// Invalidates the step, and its depending steps in Print.

View File

@ -66,8 +66,6 @@
// Enable to push object instances under the bed
#define ENABLE_ALLOW_NEGATIVE_Z (1 && ENABLE_2_4_0_ALPHA0)
#define DISABLE_ALLOW_NEGATIVE_Z_FOR_SLA (1 && ENABLE_ALLOW_NEGATIVE_Z)
// Enable visualization of objects clearance for sequential prints
#define ENABLE_SEQUENTIAL_LIMITS (1 && ENABLE_2_4_0_ALPHA0)
// Enable delayed rendering of transparent volumes
#define ENABLE_DELAYED_TRANSPARENT_VOLUMES_RENDERING (1 && ENABLE_2_4_0_ALPHA0)

View File

@ -107,9 +107,7 @@ void Bed3D::Axes::render() const
glsafe(::glPopMatrix());
};
#if ENABLE_SEQUENTIAL_LIMITS
if (!m_arrow.is_initialized())
#endif // ENABLE_SEQUENTIAL_LIMITS
const_cast<GLModel*>(&m_arrow)->init_from(stilized_arrow(16, DefaultTipRadius, DefaultTipLength, DefaultStemRadius, m_stem_length));
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
@ -122,30 +120,15 @@ void Bed3D::Axes::render() const
shader->set_uniform("emission_factor", 0.0);
// x axis
#if ENABLE_SEQUENTIAL_LIMITS
const_cast<GLModel*>(&m_arrow)->set_color(-1, { 0.75f, 0.0f, 0.0f, 1.0f });
#else
std::array<float, 4> color = { 0.75f, 0.0f, 0.0f, 1.0f };
shader->set_uniform("uniform_color", color);
#endif // ENABLE_SEQUENTIAL_LIMITS
render_axis(Geometry::assemble_transform(m_origin, { 0.0, 0.5 * M_PI, 0.0 }).cast<float>());
// y axis
#if ENABLE_SEQUENTIAL_LIMITS
const_cast<GLModel*>(&m_arrow)->set_color(-1, { 0.0f, 0.75f, 0.0f, 1.0f });
#else
color = { 0.0f, 0.75f, 0.0f, 1.0f };
shader->set_uniform("uniform_color", color);
#endif // ENABLE_SEQUENTIAL_LIMITS
render_axis(Geometry::assemble_transform(m_origin, { -0.5 * M_PI, 0.0, 0.0 }).cast<float>());
// z axis
#if ENABLE_SEQUENTIAL_LIMITS
const_cast<GLModel*>(&m_arrow)->set_color(-1, { 0.0f, 0.0f, 0.75f, 1.0f });
#else
color = { 0.0f, 0.0f, 0.75f, 1.0f };
shader->set_uniform("uniform_color", color);
#endif // ENABLE_SEQUENTIAL_LIMITS
render_axis(Geometry::assemble_transform(m_origin).cast<float>());
shader->stop_using();
@ -425,9 +408,7 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas) const
}
glsafe(::glEnable(GL_DEPTH_TEST));
#if ENABLE_SEQUENTIAL_LIMITS
if (bottom)
#endif // ENABLE_SEQUENTIAL_LIMITS
glsafe(::glDepthMask(GL_FALSE));
glsafe(::glEnable(GL_BLEND));
@ -473,9 +454,7 @@ void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas) const
glsafe(::glFrontFace(GL_CCW));
glsafe(::glDisable(GL_BLEND));
#if ENABLE_SEQUENTIAL_LIMITS
if (bottom)
#endif // ENABLE_SEQUENTIAL_LIMITS
glsafe(::glDepthMask(GL_TRUE));
shader->stop_using();
@ -491,9 +470,7 @@ void Bed3D::render_model() const
GLModel* model = const_cast<GLModel*>(&m_model);
if (model->get_filename() != m_model_filename && model->init_from_file(m_model_filename)) {
#if ENABLE_SEQUENTIAL_LIMITS
model->set_color(-1, m_model_color);
#endif // ENABLE_SEQUENTIAL_LIMITS
// move the model so that its origin (0.0, 0.0, 0.0) goes into the bed shape center and a bit down to avoid z-fighting with the texture quad
Vec3d shift = m_bounding_box.center();
@ -508,9 +485,6 @@ void Bed3D::render_model() const
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
if (shader != nullptr) {
shader->start_using();
#if !ENABLE_SEQUENTIAL_LIMITS
shader->set_uniform("uniform_color", m_model_color);
#endif // !ENABLE_SEQUENTIAL_LIMITS
shader->set_uniform("emission_factor", 0.0);
::glPushMatrix();
::glTranslated(m_model_offset.x(), m_model_offset.y(), m_model_offset.z());

View File

@ -205,9 +205,7 @@ void GCodeViewer::SequentialRangeCap::reset() {
void GCodeViewer::SequentialView::Marker::init()
{
m_model.init_from(stilized_arrow(16, 2.0f, 4.0f, 1.0f, 8.0f));
#if ENABLE_SEQUENTIAL_LIMITS
m_model.set_color(-1, { 1.0f, 1.0f, 1.0f, 0.5f });
#endif // ENABLE_SEQUENTIAL_LIMITS
}
void GCodeViewer::SequentialView::Marker::set_world_position(const Vec3f& position)
@ -229,9 +227,6 @@ void GCodeViewer::SequentialView::Marker::render() const
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
shader->start_using();
#if !ENABLE_SEQUENTIAL_LIMITS
shader->set_uniform("uniform_color", m_color);
#endif // !ENABLE_SEQUENTIAL_LIMITS
shader->set_uniform("emission_factor", 0.0);
glsafe(::glPushMatrix());

View File

@ -505,9 +505,6 @@ public:
Vec3f m_world_position;
Transform3f m_world_transform;
float m_z_offset{ 0.5f };
#if !ENABLE_SEQUENTIAL_LIMITS
std::array<float, 4> m_color{ 1.0f, 1.0f, 1.0f, 0.5f };
#endif // !ENABLE_SEQUENTIAL_LIMITS
bool m_visible{ true };
public:
@ -516,9 +513,6 @@ public:
const BoundingBoxf3& get_bounding_box() const { return m_model.get_bounding_box(); }
void set_world_position(const Vec3f& position);
#if !ENABLE_SEQUENTIAL_LIMITS
void set_color(const std::array<float, 4>& color) { m_color = color; }
#endif // !ENABLE_SEQUENTIAL_LIMITS
bool is_visible() const { return m_visible; }
void set_visible(bool visible) { m_visible = visible; }

View File

@ -788,7 +788,6 @@ void GLCanvas3D::Tooltip::render(const Vec2d& mouse_position, GLCanvas3D& canvas
ImGui::PopStyleVar(2);
}
#if ENABLE_SEQUENTIAL_LIMITS
void GLCanvas3D::SequentialPrintClearance::set_polygons(const Polygons& polygons)
{
m_perimeter.reset();
@ -875,7 +874,6 @@ void GLCanvas3D::SequentialPrintClearance::render()
shader->stop_using();
}
#endif // ENABLE_SEQUENTIAL_LIMITS
wxDEFINE_EVENT(EVT_GLCANVAS_SCHEDULE_BACKGROUND_PROCESS, SimpleEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_OBJECT_SELECT, SimpleEvent);
@ -893,9 +891,7 @@ wxDEFINE_EVENT(EVT_GLCANVAS_WIPETOWER_MOVED, Vec3dEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_WIPETOWER_ROTATED, Vec3dEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_ENABLE_ACTION_BUTTONS, Event<bool>);
wxDEFINE_EVENT(EVT_GLCANVAS_UPDATE_GEOMETRY, Vec3dsEvent<2>);
#if ENABLE_SEQUENTIAL_LIMITS
wxDEFINE_EVENT(EVT_GLCANVAS_MOUSE_DRAGGING_STARTED, SimpleEvent);
#endif // ENABLE_SEQUENTIAL_LIMITS
wxDEFINE_EVENT(EVT_GLCANVAS_MOUSE_DRAGGING_FINISHED, SimpleEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_UPDATE_BED_SHAPE, SimpleEvent);
wxDEFINE_EVENT(EVT_GLCANVAS_TAB, SimpleEvent);
@ -1489,9 +1485,7 @@ void GLCanvas3D::render()
_render_objects(GLVolumeCollection::ERenderType::Transparent);
#endif // ENABLE_DELAYED_TRANSPARENT_VOLUMES_RENDERING
#if ENABLE_SEQUENTIAL_LIMITS
_render_sequential_clearance();
#endif // ENABLE_SEQUENTIAL_LIMITS
#if ENABLE_RENDER_SELECTION_CENTER
_render_selection_center();
#endif // ENABLE_RENDER_SELECTION_CENTER
@ -2986,7 +2980,6 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
m_mouse.set_start_position_3D_as_invalid();
m_mouse.position = pos.cast<double>();
#if ENABLE_SEQUENTIAL_LIMITS
if (evt.Dragging() && current_printer_technology() == ptFFF && fff_print()->config().complete_objects) {
switch (m_gizmos.get_current_type())
{
@ -3000,7 +2993,6 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
default: { break; }
}
}
#endif // ENABLE_SEQUENTIAL_LIMITS
return;
}
@ -3124,9 +3116,7 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
m_mouse.drag.move_volume_idx = volume_idx;
m_selection.start_dragging();
m_mouse.drag.start_position_3D = m_mouse.scene_position;
#if ENABLE_SEQUENTIAL_LIMITS
m_sequential_print_clearance_first_displacement = true;
#endif // ENABLE_SEQUENTIAL_LIMITS
m_moving = true;
}
}
@ -3172,10 +3162,8 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
}
m_selection.translate(cur_pos - m_mouse.drag.start_position_3D);
#if ENABLE_SEQUENTIAL_LIMITS
if (current_printer_technology() == ptFFF && fff_print()->config().complete_objects)
update_sequential_clearance();
#endif // ENABLE_SEQUENTIAL_LIMITS
wxGetApp().obj_manipul()->set_dirty();
m_dirty = true;
}
@ -3455,9 +3443,7 @@ void GLCanvas3D::do_move(const std::string& snapshot_type)
if (wipe_tower_origin != Vec3d::Zero())
post_event(Vec3dEvent(EVT_GLCANVAS_WIPETOWER_MOVED, std::move(wipe_tower_origin)));
#if ENABLE_SEQUENTIAL_LIMITS
reset_sequential_print_clearance();
#endif // ENABLE_SEQUENTIAL_LIMITS
m_dirty = true;
}
@ -3805,7 +3791,6 @@ void GLCanvas3D::mouse_up_cleanup()
m_canvas->ReleaseMouse();
}
#if ENABLE_SEQUENTIAL_LIMITS
void GLCanvas3D::update_sequential_clearance()
{
if (current_printer_technology() != ptFFF || !fff_print()->config().complete_objects)
@ -3895,7 +3880,6 @@ void GLCanvas3D::update_sequential_clearance()
set_sequential_print_clearance_render_fill(false);
set_sequential_print_clearance_polygons(polygons);
}
#endif // ENABLE_SEQUENTIAL_LIMITS
bool GLCanvas3D::_is_shown_on_screen() const
{
@ -5158,7 +5142,6 @@ void GLCanvas3D::_render_selection() const
m_selection.render(scale_factor);
}
#if ENABLE_SEQUENTIAL_LIMITS
void GLCanvas3D::_render_sequential_clearance()
{
if (m_layers_editing.is_enabled() || m_gizmos.is_dragging())
@ -5177,7 +5160,6 @@ void GLCanvas3D::_render_sequential_clearance()
m_sequential_print_clearance.render();
}
#endif // ENABLE_SEQUENTIAL_LIMITS
#if ENABLE_RENDER_SELECTION_CENTER
void GLCanvas3D::_render_selection_center() const

View File

@ -121,9 +121,7 @@ wxDECLARE_EVENT(EVT_GLCANVAS_INSTANCE_SCALED, SimpleEvent);
wxDECLARE_EVENT(EVT_GLCANVAS_WIPETOWER_ROTATED, Vec3dEvent);
wxDECLARE_EVENT(EVT_GLCANVAS_ENABLE_ACTION_BUTTONS, Event<bool>);
wxDECLARE_EVENT(EVT_GLCANVAS_UPDATE_GEOMETRY, Vec3dsEvent<2>);
#if ENABLE_SEQUENTIAL_LIMITS
wxDECLARE_EVENT(EVT_GLCANVAS_MOUSE_DRAGGING_STARTED, SimpleEvent);
#endif // ENABLE_SEQUENTIAL_LIMITS
wxDECLARE_EVENT(EVT_GLCANVAS_MOUSE_DRAGGING_FINISHED, SimpleEvent);
wxDECLARE_EVENT(EVT_GLCANVAS_UPDATE_BED_SHAPE, SimpleEvent);
wxDECLARE_EVENT(EVT_GLCANVAS_TAB, SimpleEvent);
@ -500,7 +498,6 @@ private:
void load_arrange_settings();
#if ENABLE_SEQUENTIAL_LIMITS
class SequentialPrintClearance
{
GLModel m_fill;
@ -521,7 +518,6 @@ private:
SequentialPrintClearance m_sequential_print_clearance;
bool m_sequential_print_clearance_first_displacement{ true };
#endif // ENABLE_SEQUENTIAL_LIMITS
public:
explicit GLCanvas3D(wxGLCanvas* canvas);
@ -770,7 +766,6 @@ public:
#endif
}
#if ENABLE_SEQUENTIAL_LIMITS
void reset_sequential_print_clearance() {
m_sequential_print_clearance.set_visible(false);
m_sequential_print_clearance.set_render_fill(false);
@ -790,7 +785,6 @@ public:
}
void update_sequential_clearance();
#endif // ENABLE_SEQUENTIAL_LIMITS
const Print* fff_print() const;
const SLAPrint* sla_print() const;
@ -829,9 +823,7 @@ private:
#endif // ENABLE_DELAYED_TRANSPARENT_VOLUMES_RENDERING
void _render_gcode() const;
void _render_selection() const;
#if ENABLE_SEQUENTIAL_LIMITS
void _render_sequential_clearance();
#endif // ENABLE_SEQUENTIAL_LIMITS
#if ENABLE_RENDER_SELECTION_CENTER
void _render_selection_center() const;
#endif // ENABLE_RENDER_SELECTION_CENTER

View File

@ -2,10 +2,8 @@
#include "GLModel.hpp"
#include "3DScene.hpp"
#if ENABLE_SEQUENTIAL_LIMITS
#include "GUI_App.hpp"
#include "GLShader.hpp"
#endif // ENABLE_SEQUENTIAL_LIMITS
#include "libslic3r/TriangleMesh.hpp"
#include "libslic3r/Model.hpp"
@ -18,7 +16,6 @@
namespace Slic3r {
namespace GUI {
#if ENABLE_SEQUENTIAL_LIMITS
void GLModel::init_from(const InitializationData& data)
{
if (!m_render_data.empty()) // call reset() if you want to reuse this model
@ -56,44 +53,10 @@ void GLModel::init_from(const InitializationData& data)
send_to_gpu(rdata, vertices, indices);
m_render_data.emplace_back(rdata);
}
#else
void GLModel::init_from(const GLModelInitializationData& data)
{
assert(!data.positions.empty() && !data.triangles.empty());
assert(data.positions.size() == data.normals.size());
if (m_vbo_id > 0) // call reset() if you want to reuse this model
return;
// vertices/normals data
std::vector<float> vertices(6 * data.positions.size());
for (size_t i = 0; i < data.positions.size(); ++i) {
size_t offset = i * 6;
::memcpy(static_cast<void*>(&vertices[offset]), static_cast<const void*>(data.positions[i].data()), 3 * sizeof(float));
::memcpy(static_cast<void*>(&vertices[3 + offset]), static_cast<const void*>(data.normals[i].data()), 3 * sizeof(float));
}
// indices data
std::vector<unsigned int> indices(3 * data.triangles.size());
for (size_t i = 0; i < data.triangles.size(); ++i) {
for (size_t j = 0; j < 3; ++j) {
indices[i * 3 + j] = static_cast<unsigned int>(data.triangles[i][j]);
}
}
m_indices_count = static_cast<unsigned int>(indices.size());
m_bounding_box = BoundingBoxf3();
for (size_t i = 0; i < data.positions.size(); ++i) {
m_bounding_box.merge(data.positions[i].cast<double>());
}
send_to_gpu(vertices, indices);
#endif // ENABLE_SEQUENTIAL_LIMITS
}
void GLModel::init_from(const TriangleMesh& mesh)
{
#if ENABLE_SEQUENTIAL_LIMITS
if (!m_render_data.empty()) // call reset() if you want to reuse this model
return;
@ -122,32 +85,6 @@ void GLModel::init_from(const TriangleMesh& mesh)
send_to_gpu(data, vertices, indices);
m_render_data.emplace_back(data);
#else
if (m_vbo_id > 0) // call reset() if you want to reuse this model
return;
std::vector<float> vertices = std::vector<float>(18 * mesh.stl.stats.number_of_facets);
std::vector<unsigned int> indices = std::vector<unsigned int>(3 * mesh.stl.stats.number_of_facets);
unsigned int vertices_count = 0;
for (uint32_t i = 0; i < mesh.stl.stats.number_of_facets; ++i) {
const stl_facet& facet = mesh.stl.facet_start[i];
for (uint32_t j = 0; j < 3; ++j) {
uint32_t offset = i * 18 + j * 6;
::memcpy(static_cast<void*>(&vertices[offset]), static_cast<const void*>(facet.vertex[j].data()), 3 * sizeof(float));
::memcpy(static_cast<void*>(&vertices[3 + offset]), static_cast<const void*>(facet.normal.data()), 3 * sizeof(float));
}
for (uint32_t j = 0; j < 3; ++j) {
indices[i * 3 + j] = vertices_count + j;
}
vertices_count += 3;
}
m_indices_count = static_cast<unsigned int>(indices.size());
m_bounding_box = mesh.bounding_box();
send_to_gpu(vertices, indices);
#endif // ENABLE_SEQUENTIAL_LIMITS
}
bool GLModel::init_from_file(const std::string& filename)
@ -175,7 +112,6 @@ bool GLModel::init_from_file(const std::string& filename)
return true;
}
#if ENABLE_SEQUENTIAL_LIMITS
void GLModel::set_color(int entity_id, const std::array<float, 4>& color)
{
for (size_t i = 0; i < m_render_data.size(); ++i) {
@ -183,11 +119,9 @@ void GLModel::set_color(int entity_id, const std::array<float, 4>& color)
m_render_data[i].color = color;
}
}
#endif // ENABLE_SEQUENTIAL_LIMITS
void GLModel::reset()
{
#if ENABLE_SEQUENTIAL_LIMITS
for (RenderData& data : m_render_data) {
// release gpu memory
if (data.ibo_id > 0)
@ -197,27 +131,12 @@ void GLModel::reset()
}
m_render_data.clear();
#else
// release gpu memory
if (m_ibo_id > 0) {
glsafe(::glDeleteBuffers(1, &m_ibo_id));
m_ibo_id = 0;
}
if (m_vbo_id > 0) {
glsafe(::glDeleteBuffers(1, &m_vbo_id));
m_vbo_id = 0;
}
m_indices_count = 0;
#endif // ENABLE_SEQUENTIAL_LIMITS
m_bounding_box = BoundingBoxf3();
m_filename = std::string();
}
void GLModel::render() const
{
#if ENABLE_SEQUENTIAL_LIMITS
for (const RenderData& data : m_render_data) {
if (data.vbo_id == 0 || data.ibo_id == 0)
continue;
@ -252,29 +171,8 @@ void GLModel::render() const
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
}
#else
if (m_vbo_id == 0 || m_ibo_id == 0)
return;
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
glsafe(::glVertexPointer(3, GL_FLOAT, 6 * sizeof(float), (const void*)0));
glsafe(::glNormalPointer(GL_FLOAT, 6 * sizeof(float), (const void*)(3 * sizeof(float))));
glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo_id));
glsafe(::glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_indices_count), GL_UNSIGNED_INT, (const void*)0));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
#endif // ENABLE_SEQUENTIAL_LIMITS
}
#if ENABLE_SEQUENTIAL_LIMITS
void GLModel::send_to_gpu(RenderData& data, const std::vector<float>& vertices, const std::vector<unsigned int>& indices)
{
assert(data.vbo_id == 0);
@ -292,24 +190,7 @@ void GLModel::send_to_gpu(RenderData& data, const std::vector<float>& vertices,
glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
}
#else
void GLModel::send_to_gpu(const std::vector<float>& vertices, const std::vector<unsigned int>& indices)
{
// vertex data -> send to gpu
glsafe(::glGenBuffers(1, &m_vbo_id));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
glsafe(::glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), vertices.data(), GL_STATIC_DRAW));
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
// indices data -> send to gpu
glsafe(::glGenBuffers(1, &m_ibo_id));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo_id));
glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW));
glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
}
#endif // ENABLE_SEQUENTIAL_LIMITS
#if ENABLE_SEQUENTIAL_LIMITS
GLModel::InitializationData stilized_arrow(int resolution, float tip_radius, float tip_height, float stem_radius, float stem_height)
{
auto append_vertex = [](GLModel::InitializationData::Entity& entity, const Vec3f& position, const Vec3f& normal) {
@ -321,24 +202,12 @@ GLModel::InitializationData stilized_arrow(int resolution, float tip_radius, flo
entity.indices.emplace_back(v2);
entity.indices.emplace_back(v3);
};
#else
GLModelInitializationData stilized_arrow(int resolution, float tip_radius, float tip_height, float stem_radius, float stem_height)
{
auto append_vertex = [](GLModelInitializationData& data, const Vec3f& position, const Vec3f& normal) {
data.positions.emplace_back(position);
data.normals.emplace_back(normal);
};
#endif // ENABLE_SEQUENTIAL_LIMITS
resolution = std::max(4, resolution);
#if ENABLE_SEQUENTIAL_LIMITS
GLModel::InitializationData data;
GLModel::InitializationData::Entity entity;
entity.type = GLModel::PrimitiveType::Triangles;
#else
GLModelInitializationData data;
#endif // ENABLE_SEQUENTIAL_LIMITS
const float angle_step = 2.0f * M_PI / static_cast<float>(resolution);
std::vector<float> cosines(resolution);
@ -352,7 +221,6 @@ GLModelInitializationData stilized_arrow(int resolution, float tip_radius, float
const float total_height = tip_height + stem_height;
#if ENABLE_SEQUENTIAL_LIMITS
// tip vertices/normals
append_vertex(entity, { 0.0f, 0.0f, total_height }, Vec3f::UnitZ());
for (int i = 0; i < resolution; ++i) {
@ -414,72 +282,9 @@ GLModelInitializationData stilized_arrow(int resolution, float tip_radius, float
}
data.entities.emplace_back(entity);
#else
// tip vertices/normals
append_vertex(data, { 0.0f, 0.0f, total_height }, Vec3f::UnitZ());
for (int i = 0; i < resolution; ++i) {
append_vertex(data, { tip_radius * sines[i], tip_radius * cosines[i], stem_height }, { sines[i], cosines[i], 0.0f });
}
// tip triangles
for (int i = 0; i < resolution; ++i) {
int v3 = (i < resolution - 1) ? i + 2 : 1;
data.triangles.emplace_back(0, i + 1, v3);
}
// tip cap outer perimeter vertices
for (int i = 0; i < resolution; ++i) {
append_vertex(data, { tip_radius * sines[i], tip_radius * cosines[i], stem_height }, -Vec3f::UnitZ());
}
// tip cap inner perimeter vertices
for (int i = 0; i < resolution; ++i) {
append_vertex(data, { stem_radius * sines[i], stem_radius * cosines[i], stem_height }, -Vec3f::UnitZ());
}
// tip cap triangles
for (int i = 0; i < resolution; ++i) {
int v2 = (i < resolution - 1) ? i + resolution + 2 : resolution + 1;
int v3 = (i < resolution - 1) ? i + 2 * resolution + 2 : 2 * resolution + 1;
data.triangles.emplace_back(i + resolution + 1, v3, v2);
data.triangles.emplace_back(i + resolution + 1, i + 2 * resolution + 1, v3);
}
// stem bottom vertices
for (int i = 0; i < resolution; ++i) {
append_vertex(data, { stem_radius * sines[i], stem_radius * cosines[i], stem_height }, { sines[i], cosines[i], 0.0f });
}
// stem top vertices
for (int i = 0; i < resolution; ++i) {
append_vertex(data, { stem_radius * sines[i], stem_radius * cosines[i], 0.0f }, { sines[i], cosines[i], 0.0f });
}
// stem triangles
for (int i = 0; i < resolution; ++i) {
int v2 = (i < resolution - 1) ? i + 3 * resolution + 2 : 3 * resolution + 1;
int v3 = (i < resolution - 1) ? i + 4 * resolution + 2 : 4 * resolution + 1;
data.triangles.emplace_back(i + 3 * resolution + 1, v3, v2);
data.triangles.emplace_back(i + 3 * resolution + 1, i + 4 * resolution + 1, v3);
}
// stem cap vertices
append_vertex(data, Vec3f::Zero(), -Vec3f::UnitZ());
for (int i = 0; i < resolution; ++i) {
append_vertex(data, { stem_radius * sines[i], stem_radius * cosines[i], 0.0f }, -Vec3f::UnitZ());
}
// stem cap triangles
for (int i = 0; i < resolution; ++i) {
int v3 = (i < resolution - 1) ? i + 5 * resolution + 3 : 5 * resolution + 2;
data.triangles.emplace_back(5 * resolution + 1, v3, i + 5 * resolution + 2);
}
#endif // ENABLE_SEQUENTIAL_LIMITS
return data;
}
#if ENABLE_SEQUENTIAL_LIMITS
GLModel::InitializationData circular_arrow(int resolution, float radius, float tip_height, float tip_width, float stem_width, float thickness)
{
auto append_vertex = [](GLModel::InitializationData::Entity& entity, const Vec3f& position, const Vec3f& normal) {
@ -491,24 +296,12 @@ GLModel::InitializationData circular_arrow(int resolution, float radius, float t
entity.indices.emplace_back(v2);
entity.indices.emplace_back(v3);
};
#else
GLModelInitializationData circular_arrow(int resolution, float radius, float tip_height, float tip_width, float stem_width, float thickness)
{
auto append_vertex = [](GLModelInitializationData& data, const Vec3f& position, const Vec3f& normal) {
data.positions.emplace_back(position);
data.normals.emplace_back(normal);
};
#endif // ENABLE_SEQUENTIAL_LIMITS
resolution = std::max(2, resolution);
#if ENABLE_SEQUENTIAL_LIMITS
GLModel::InitializationData data;
GLModel::InitializationData::Entity entity;
entity.type = GLModel::PrimitiveType::Triangles;
#else
GLModelInitializationData data;
#endif // ENABLE_SEQUENTIAL_LIMITS
const float half_thickness = 0.5f * thickness;
const float half_stem_width = 0.5f * stem_width;
@ -518,7 +311,6 @@ GLModelInitializationData circular_arrow(int resolution, float radius, float tip
const float inner_radius = radius - half_stem_width;
const float step_angle = 0.5f * PI / static_cast<float>(resolution);
#if ENABLE_SEQUENTIAL_LIMITS
// tip
// top face vertices
append_vertex(entity, { 0.0f, outer_radius, half_thickness }, Vec3f::UnitZ());
@ -664,156 +456,9 @@ GLModelInitializationData circular_arrow(int resolution, float radius, float tip
}
data.entities.emplace_back(entity);
#else
// tip
// top face vertices
append_vertex(data, { 0.0f, outer_radius, half_thickness }, Vec3f::UnitZ());
append_vertex(data, { 0.0f, radius + half_tip_width, half_thickness }, Vec3f::UnitZ());
append_vertex(data, { -tip_height, radius, half_thickness }, Vec3f::UnitZ());
append_vertex(data, { 0.0f, radius - half_tip_width, half_thickness }, Vec3f::UnitZ());
append_vertex(data, { 0.0f, inner_radius, half_thickness }, Vec3f::UnitZ());
// top face triangles
data.triangles.emplace_back(0, 1, 2);
data.triangles.emplace_back(0, 2, 4);
data.triangles.emplace_back(4, 2, 3);
// bottom face vertices
append_vertex(data, { 0.0f, outer_radius, -half_thickness }, -Vec3f::UnitZ());
append_vertex(data, { 0.0f, radius + half_tip_width, -half_thickness }, -Vec3f::UnitZ());
append_vertex(data, { -tip_height, radius, -half_thickness }, -Vec3f::UnitZ());
append_vertex(data, { 0.0f, radius - half_tip_width, -half_thickness }, -Vec3f::UnitZ());
append_vertex(data, { 0.0f, inner_radius, -half_thickness }, -Vec3f::UnitZ());
// bottom face triangles
data.triangles.emplace_back(5, 7, 6);
data.triangles.emplace_back(5, 9, 7);
data.triangles.emplace_back(9, 8, 7);
// side faces vertices
append_vertex(data, { 0.0f, outer_radius, -half_thickness }, Vec3f::UnitX());
append_vertex(data, { 0.0f, radius + half_tip_width, -half_thickness }, Vec3f::UnitX());
append_vertex(data, { 0.0f, outer_radius, half_thickness }, Vec3f::UnitX());
append_vertex(data, { 0.0f, radius + half_tip_width, half_thickness }, Vec3f::UnitX());
Vec3f normal(-half_tip_width, tip_height, 0.0f);
normal.normalize();
append_vertex(data, { 0.0f, radius + half_tip_width, -half_thickness }, normal);
append_vertex(data, { -tip_height, radius, -half_thickness }, normal);
append_vertex(data, { 0.0f, radius + half_tip_width, half_thickness }, normal);
append_vertex(data, { -tip_height, radius, half_thickness }, normal);
normal = Vec3f(-half_tip_width, -tip_height, 0.0f);
normal.normalize();
append_vertex(data, { -tip_height, radius, -half_thickness }, normal);
append_vertex(data, { 0.0f, radius - half_tip_width, -half_thickness }, normal);
append_vertex(data, { -tip_height, radius, half_thickness }, normal);
append_vertex(data, { 0.0f, radius - half_tip_width, half_thickness }, normal);
append_vertex(data, { 0.0f, radius - half_tip_width, -half_thickness }, Vec3f::UnitX());
append_vertex(data, { 0.0f, inner_radius, -half_thickness }, Vec3f::UnitX());
append_vertex(data, { 0.0f, radius - half_tip_width, half_thickness }, Vec3f::UnitX());
append_vertex(data, { 0.0f, inner_radius, half_thickness }, Vec3f::UnitX());
// side face triangles
for (int i = 0; i < 4; ++i) {
int ii = i * 4;
data.triangles.emplace_back(10 + ii, 11 + ii, 13 + ii);
data.triangles.emplace_back(10 + ii, 13 + ii, 12 + ii);
}
// stem
// top face vertices
for (int i = 0; i <= resolution; ++i) {
float angle = static_cast<float>(i) * step_angle;
append_vertex(data, { inner_radius * ::sin(angle), inner_radius * ::cos(angle), half_thickness }, Vec3f::UnitZ());
}
for (int i = 0; i <= resolution; ++i) {
float angle = static_cast<float>(i) * step_angle;
append_vertex(data, { outer_radius * ::sin(angle), outer_radius * ::cos(angle), half_thickness }, Vec3f::UnitZ());
}
// top face triangles
for (int i = 0; i < resolution; ++i) {
data.triangles.emplace_back(26 + i, 27 + i, 27 + resolution + i);
data.triangles.emplace_back(27 + i, 28 + resolution + i, 27 + resolution + i);
}
// bottom face vertices
for (int i = 0; i <= resolution; ++i) {
float angle = static_cast<float>(i) * step_angle;
append_vertex(data, { inner_radius * ::sin(angle), inner_radius * ::cos(angle), -half_thickness }, -Vec3f::UnitZ());
}
for (int i = 0; i <= resolution; ++i) {
float angle = static_cast<float>(i) * step_angle;
append_vertex(data, { outer_radius * ::sin(angle), outer_radius * ::cos(angle), -half_thickness }, -Vec3f::UnitZ());
}
// bottom face triangles
for (int i = 0; i < resolution; ++i) {
data.triangles.emplace_back(28 + 2 * resolution + i, 29 + 3 * resolution + i, 29 + 2 * resolution + i);
data.triangles.emplace_back(29 + 2 * resolution + i, 29 + 3 * resolution + i, 30 + 3 * resolution + i);
}
// side faces vertices and triangles
for (int i = 0; i <= resolution; ++i) {
float angle = static_cast<float>(i) * step_angle;
float c = ::cos(angle);
float s = ::sin(angle);
append_vertex(data, { inner_radius * s, inner_radius * c, -half_thickness }, { -s, -c, 0.0f });
}
for (int i = 0; i <= resolution; ++i) {
float angle = static_cast<float>(i) * step_angle;
float c = ::cos(angle);
float s = ::sin(angle);
append_vertex(data, { inner_radius * s, inner_radius * c, half_thickness }, { -s, -c, 0.0f });
}
int first_id = 26 + 4 * (resolution + 1);
for (int i = 0; i < resolution; ++i) {
int ii = first_id + i;
data.triangles.emplace_back(ii, ii + 1, ii + resolution + 2);
data.triangles.emplace_back(ii, ii + resolution + 2, ii + resolution + 1);
}
append_vertex(data, { inner_radius, 0.0f, -half_thickness }, -Vec3f::UnitY());
append_vertex(data, { outer_radius, 0.0f, -half_thickness }, -Vec3f::UnitY());
append_vertex(data, { inner_radius, 0.0f, half_thickness }, -Vec3f::UnitY());
append_vertex(data, { outer_radius, 0.0f, half_thickness }, -Vec3f::UnitY());
first_id = 26 + 6 * (resolution + 1);
data.triangles.emplace_back(first_id, first_id + 1, first_id + 3);
data.triangles.emplace_back(first_id, first_id + 3, first_id + 2);
for (int i = resolution; i >= 0; --i) {
float angle = static_cast<float>(i) * step_angle;
float c = ::cos(angle);
float s = ::sin(angle);
append_vertex(data, { outer_radius * s, outer_radius * c, -half_thickness }, { s, c, 0.0f });
}
for (int i = resolution; i >= 0; --i) {
float angle = static_cast<float>(i) * step_angle;
float c = ::cos(angle);
float s = ::sin(angle);
append_vertex(data, { outer_radius * s, outer_radius * c, +half_thickness }, { s, c, 0.0f });
}
first_id = 30 + 6 * (resolution + 1);
for (int i = 0; i < resolution; ++i) {
int ii = first_id + i;
data.triangles.emplace_back(ii, ii + 1, ii + resolution + 2);
data.triangles.emplace_back(ii, ii + resolution + 2, ii + resolution + 1);
}
#endif // ENABLE_SEQUENTIAL_LIMITS
return data;
}
#if ENABLE_SEQUENTIAL_LIMITS
GLModel::InitializationData straight_arrow(float tip_width, float tip_height, float stem_width, float stem_height, float thickness)
{
auto append_vertex = [](GLModel::InitializationData::Entity& entity, const Vec3f& position, const Vec3f& normal) {
@ -829,16 +474,6 @@ GLModel::InitializationData straight_arrow(float tip_width, float tip_height, fl
GLModel::InitializationData data;
GLModel::InitializationData::Entity entity;
entity.type = GLModel::PrimitiveType::Triangles;
#else
GLModelInitializationData straight_arrow(float tip_width, float tip_height, float stem_width, float stem_height, float thickness)
{
auto append_vertex = [](GLModelInitializationData& data, const Vec3f& position, const Vec3f& normal) {
data.positions.emplace_back(position);
data.normals.emplace_back(normal);
};
GLModelInitializationData data;
#endif // ENABLE_SEQUENTIAL_LIMITS
const float half_thickness = 0.5f * thickness;
const float half_stem_width = 0.5f * stem_width;
@ -846,7 +481,6 @@ GLModelInitializationData straight_arrow(float tip_width, float tip_height, floa
const float total_height = tip_height + stem_height;
// top face vertices
#if ENABLE_SEQUENTIAL_LIMITS
append_vertex(entity, { half_stem_width, 0.0, half_thickness }, Vec3f::UnitZ());
append_vertex(entity, { half_stem_width, stem_height, half_thickness }, Vec3f::UnitZ());
append_vertex(entity, { half_tip_width, stem_height, half_thickness }, Vec3f::UnitZ());
@ -926,86 +560,6 @@ GLModelInitializationData straight_arrow(float tip_width, float tip_height, floa
}
data.entities.emplace_back(entity);
#else
append_vertex(data, { half_stem_width, 0.0, half_thickness }, Vec3f::UnitZ());
append_vertex(data, { half_stem_width, stem_height, half_thickness }, Vec3f::UnitZ());
append_vertex(data, { half_tip_width, stem_height, half_thickness }, Vec3f::UnitZ());
append_vertex(data, { 0.0, total_height, half_thickness }, Vec3f::UnitZ());
append_vertex(data, { -half_tip_width, stem_height, half_thickness }, Vec3f::UnitZ());
append_vertex(data, { -half_stem_width, stem_height, half_thickness }, Vec3f::UnitZ());
append_vertex(data, { -half_stem_width, 0.0, half_thickness }, Vec3f::UnitZ());
// top face triangles
data.triangles.emplace_back(0, 1, 6);
data.triangles.emplace_back(6, 1, 5);
data.triangles.emplace_back(4, 5, 3);
data.triangles.emplace_back(5, 1, 3);
data.triangles.emplace_back(1, 2, 3);
// bottom face vertices
append_vertex(data, { half_stem_width, 0.0, -half_thickness }, -Vec3f::UnitZ());
append_vertex(data, { half_stem_width, stem_height, -half_thickness }, -Vec3f::UnitZ());
append_vertex(data, { half_tip_width, stem_height, -half_thickness }, -Vec3f::UnitZ());
append_vertex(data, { 0.0, total_height, -half_thickness }, -Vec3f::UnitZ());
append_vertex(data, { -half_tip_width, stem_height, -half_thickness }, -Vec3f::UnitZ());
append_vertex(data, { -half_stem_width, stem_height, -half_thickness }, -Vec3f::UnitZ());
append_vertex(data, { -half_stem_width, 0.0, -half_thickness }, -Vec3f::UnitZ());
// bottom face triangles
data.triangles.emplace_back(7, 13, 8);
data.triangles.emplace_back(13, 12, 8);
data.triangles.emplace_back(12, 11, 10);
data.triangles.emplace_back(8, 12, 10);
data.triangles.emplace_back(9, 8, 10);
// side faces vertices
append_vertex(data, { half_stem_width, 0.0, -half_thickness }, Vec3f::UnitX());
append_vertex(data, { half_stem_width, stem_height, -half_thickness }, Vec3f::UnitX());
append_vertex(data, { half_stem_width, 0.0, half_thickness }, Vec3f::UnitX());
append_vertex(data, { half_stem_width, stem_height, half_thickness }, Vec3f::UnitX());
append_vertex(data, { half_stem_width, stem_height, -half_thickness }, -Vec3f::UnitY());
append_vertex(data, { half_tip_width, stem_height, -half_thickness }, -Vec3f::UnitY());
append_vertex(data, { half_stem_width, stem_height, half_thickness }, -Vec3f::UnitY());
append_vertex(data, { half_tip_width, stem_height, half_thickness }, -Vec3f::UnitY());
Vec3f normal(tip_height, half_tip_width, 0.0f);
normal.normalize();
append_vertex(data, { half_tip_width, stem_height, -half_thickness }, normal);
append_vertex(data, { 0.0, total_height, -half_thickness }, normal);
append_vertex(data, { half_tip_width, stem_height, half_thickness }, normal);
append_vertex(data, { 0.0, total_height, half_thickness }, normal);
normal = Vec3f(-tip_height, half_tip_width, 0.0f);
normal.normalize();
append_vertex(data, { 0.0, total_height, -half_thickness }, normal);
append_vertex(data, { -half_tip_width, stem_height, -half_thickness }, normal);
append_vertex(data, { 0.0, total_height, half_thickness }, normal);
append_vertex(data, { -half_tip_width, stem_height, half_thickness }, normal);
append_vertex(data, { -half_tip_width, stem_height, -half_thickness }, -Vec3f::UnitY());
append_vertex(data, { -half_stem_width, stem_height, -half_thickness }, -Vec3f::UnitY());
append_vertex(data, { -half_tip_width, stem_height, half_thickness }, -Vec3f::UnitY());
append_vertex(data, { -half_stem_width, stem_height, half_thickness }, -Vec3f::UnitY());
append_vertex(data, { -half_stem_width, stem_height, -half_thickness }, -Vec3f::UnitX());
append_vertex(data, { -half_stem_width, 0.0, -half_thickness }, -Vec3f::UnitX());
append_vertex(data, { -half_stem_width, stem_height, half_thickness }, -Vec3f::UnitX());
append_vertex(data, { -half_stem_width, 0.0, half_thickness }, -Vec3f::UnitX());
append_vertex(data, { -half_stem_width, 0.0, -half_thickness }, -Vec3f::UnitY());
append_vertex(data, { half_stem_width, 0.0, -half_thickness }, -Vec3f::UnitY());
append_vertex(data, { -half_stem_width, 0.0, half_thickness }, -Vec3f::UnitY());
append_vertex(data, { half_stem_width, 0.0, half_thickness }, -Vec3f::UnitY());
// side face triangles
for (int i = 0; i < 7; ++i) {
int ii = i * 4;
data.triangles.emplace_back(14 + ii, 15 + ii, 17 + ii);
data.triangles.emplace_back(14 + ii, 17 + ii, 16 + ii);
}
#endif // ENABLE_SEQUENTIAL_LIMITS
return data;
}

View File

@ -12,18 +12,8 @@ class TriangleMesh;
namespace GUI {
#if !ENABLE_SEQUENTIAL_LIMITS
struct GLModelInitializationData
{
std::vector<Vec3f> positions;
std::vector<Vec3f> normals;
std::vector<Vec3i> triangles;
};
#endif // !ENABLE_SEQUENTIAL_LIMITS
class GLModel
{
#if ENABLE_SEQUENTIAL_LIMITS
public:
enum class PrimitiveType : unsigned char
{
@ -58,11 +48,6 @@ namespace GUI {
private:
std::vector<RenderData> m_render_data;
#else
unsigned int m_vbo_id{ 0 };
unsigned int m_ibo_id{ 0 };
size_t m_indices_count{ 0 };
#endif // ENABLE_SEQUENTIAL_LIMITS
BoundingBoxf3 m_bounding_box;
std::string m_filename;
@ -71,38 +56,25 @@ namespace GUI {
GLModel() = default;
virtual ~GLModel() { reset(); }
#if ENABLE_SEQUENTIAL_LIMITS
void init_from(const InitializationData& data);
#else
void init_from(const GLModelInitializationData& data);
#endif // ENABLE_SEQUENTIAL_LIMITS
void init_from(const TriangleMesh& mesh);
bool init_from_file(const std::string& filename);
#if ENABLE_SEQUENTIAL_LIMITS
// if entity_id == -1 set the color of all entities
void set_color(int entity_id, const std::array<float, 4>& color);
#endif // ENABLE_SEQUENTIAL_LIMITS
void reset();
void render() const;
#if ENABLE_SEQUENTIAL_LIMITS
bool is_initialized() const { return !m_render_data.empty(); }
#endif // ENABLE_SEQUENTIAL_LIMITS
const BoundingBoxf3& get_bounding_box() const { return m_bounding_box; }
const std::string& get_filename() const { return m_filename; }
private:
#if ENABLE_SEQUENTIAL_LIMITS
void send_to_gpu(RenderData& data, const std::vector<float>& vertices, const std::vector<unsigned int>& indices);
#else
void send_to_gpu(const std::vector<float>& vertices, const std::vector<unsigned int>& indices);
#endif // ENABLE_SEQUENTIAL_LIMITS
};
#if ENABLE_SEQUENTIAL_LIMITS
// create an arrow with cylindrical stem and conical tip, with the given dimensions and resolution
// the origin of the arrow is in the center of the stem cap
// the arrow has its axis of symmetry along the Z axis and is pointing upward
@ -120,22 +92,6 @@ namespace GUI {
// the arrow is contained in XY plane and has its main axis along the Y axis
// used to render sidebar hints for position and scale
GLModel::InitializationData straight_arrow(float tip_width, float tip_height, float stem_width, float stem_height, float thickness);
#else
// create an arrow with cylindrical stem and conical tip, with the given dimensions and resolution
// the origin of the arrow is in the center of the stem cap
// the arrow has its axis of symmetry along the Z axis and is pointing upward
GLModelInitializationData stilized_arrow(int resolution, float tip_radius, float tip_height, float stem_radius, float stem_height);
// create an arrow whose stem is a quarter of circle, with the given dimensions and resolution
// the origin of the arrow is in the center of the circle
// the arrow is contained in the 1st quadrant of the XY plane and is pointing counterclockwise
GLModelInitializationData circular_arrow(int resolution, float radius, float tip_height, float tip_width, float stem_width, float thickness);
// create an arrow with the given dimensions
// the origin of the arrow is in the center of the stem cap
// the arrow is contained in XY plane and has its main axis along the Y axis
GLModelInitializationData straight_arrow(float tip_width, float tip_height, float stem_width, float stem_height, float thickness);
#endif // ENABLE_SEQUENTIAL_LIMITS
} // namespace GUI
} // namespace Slic3r

View File

@ -63,11 +63,7 @@ void GLGizmoBase::Grabber::render(float size, const std::array<float, 4>& render
GLShaderProgram* shader = picking ? nullptr : wxGetApp().get_current_shader();
if (shader != nullptr)
#if ENABLE_SEQUENTIAL_LIMITS
const_cast<GLModel*>(&cube)->set_color(-1, render_color);
#else
shader->set_uniform("uniform_color", render_color);
#endif // ENABLE_SEQUENTIAL_LIMITS
else
glsafe(::glColor4fv(render_color.data())); // picking

View File

@ -150,11 +150,7 @@ void GLGizmoHollow::render_points(const Selection& selection, bool picking) cons
}
if (shader && ! picking)
#if ENABLE_SEQUENTIAL_LIMITS
const_cast<GLModel*>(&m_vbo_cylinder)->set_color(-1 , render_color);
#else
shader->set_uniform("uniform_color", render_color);
#endif // ENABLE_SEQUENTIAL_LIMITS
else // picking
glsafe(::glColor4fv(render_color.data()));

View File

@ -208,11 +208,7 @@ void GLGizmoMove3D::render_grabber_extension(Axis axis, const BoundingBoxf3& box
if (! picking) {
shader->start_using();
shader->set_uniform("emission_factor", 0.1);
#if ENABLE_SEQUENTIAL_LIMITS
const_cast<GLModel*>(&m_vbo_cone)->set_color(-1, color);
#else
shader->set_uniform("uniform_color", color);
#endif // ENABLE_SEQUENTIAL_LIMITS
} else
glsafe(::glColor4fv(color.data()));

View File

@ -339,12 +339,9 @@ void GLGizmoRotate::render_grabber_extension(const BoundingBoxf3& box, bool pick
if (! picking) {
shader->start_using();
shader->set_uniform("emission_factor", 0.1);
#if ENABLE_SEQUENTIAL_LIMITS
const_cast<GLModel*>(&m_cone)->set_color(-1, color);
#else
shader->set_uniform("uniform_color", color);
#endif // ENABLE_SEQUENTIAL_LIMITS
} else
}
else
glsafe(::glColor4fv(color.data()));
glsafe(::glPushMatrix());

View File

@ -167,12 +167,8 @@ void GLGizmoSlaSupports::render_points(const Selection& selection, bool picking)
}
}
if (shader && ! picking) {
#if ENABLE_SEQUENTIAL_LIMITS
const_cast<GLModel*>(&m_cone)->set_color(-1, render_color);
const_cast<GLModel*>(&m_sphere)->set_color(-1, render_color);
#else
shader->set_uniform("uniform_color", render_color);
#endif // ENABLE_SEQUENTIAL_LIMITS
shader->set_uniform("emission_factor", 0.5);
}
else // picking
@ -231,11 +227,7 @@ void GLGizmoSlaSupports::render_points(const Selection& selection, bool picking)
render_color[2] = 0.7f;
render_color[3] = 0.7f;
if (shader) {
#if ENABLE_SEQUENTIAL_LIMITS
const_cast<GLModel*>(&m_cylinder)->set_color(-1, render_color);
#else
shader->set_uniform("uniform_color", render_color);
#endif // ENABLE_SEQUENTIAL_LIMITS
shader->set_uniform("emission_factor", 0.5);
}
for (const sla::DrainHole& drain_hole : m_c->selection_info()->model_object()->sla_drain_holes) {

View File

@ -642,10 +642,8 @@ bool GLGizmosManager::on_mouse(wxMouseEvent& evt)
selection.start_dragging();
start_dragging();
#if ENABLE_SEQUENTIAL_LIMITS
// Let the plater know that the dragging started
m_parent.post_event(SimpleEvent(EVT_GLCANVAS_MOUSE_DRAGGING_STARTED));
#endif // ENABLE_SEQUENTIAL_LIMITS
if (m_current == Flatten) {
// Rotate the object so the normal points downward:

View File

@ -1760,9 +1760,7 @@ struct Plater::priv
void on_wipetower_moved(Vec3dEvent&);
void on_wipetower_rotated(Vec3dEvent&);
void on_update_geometry(Vec3dsEvent<2>&);
#if ENABLE_SEQUENTIAL_LIMITS
void on_3dcanvas_mouse_dragging_started(SimpleEvent&);
#endif // ENABLE_SEQUENTIAL_LIMITS
void on_3dcanvas_mouse_dragging_finished(SimpleEvent&);
void show_action_buttons(const bool is_ready_to_slice) const;
@ -1940,9 +1938,7 @@ Plater::priv::priv(Plater *q, MainFrame *main_frame)
view3D_canvas->Bind(EVT_GLCANVAS_INSTANCE_SCALED, [this](SimpleEvent&) { update(); });
view3D_canvas->Bind(EVT_GLCANVAS_ENABLE_ACTION_BUTTONS, [this](Event<bool>& evt) { this->sidebar->enable_buttons(evt.data); });
view3D_canvas->Bind(EVT_GLCANVAS_UPDATE_GEOMETRY, &priv::on_update_geometry, this);
#if ENABLE_SEQUENTIAL_LIMITS
view3D_canvas->Bind(EVT_GLCANVAS_MOUSE_DRAGGING_STARTED, &priv::on_3dcanvas_mouse_dragging_started, this);
#endif // ENABLE_SEQUENTIAL_LIMITS
view3D_canvas->Bind(EVT_GLCANVAS_MOUSE_DRAGGING_FINISHED, &priv::on_3dcanvas_mouse_dragging_finished, this);
view3D_canvas->Bind(EVT_GLCANVAS_TAB, [this](SimpleEvent&) { select_next_view_3D(); });
view3D_canvas->Bind(EVT_GLCANVAS_RESETGIZMOS, [this](SimpleEvent&) { reset_all_gizmos(); });
@ -2813,9 +2809,7 @@ void Plater::priv::reset()
reset_gcode_toolpaths();
gcode_result.reset();
#if ENABLE_SEQUENTIAL_LIMITS
view3D->get_canvas3d()->reset_sequential_print_clearance();
#endif // ENABLE_SEQUENTIAL_LIMITS
// Stop and reset the Print content.
this->background_process.reset();
@ -3024,19 +3018,17 @@ unsigned int Plater::priv::update_background_process(bool force_validation, bool
// Pass a warning from validation and either show a notification,
// or hide the old one.
process_validation_warning(warning);
#if ENABLE_SEQUENTIAL_LIMITS
if (printer_technology == ptFFF) {
view3D->get_canvas3d()->reset_sequential_print_clearance();
view3D->get_canvas3d()->set_as_dirty();
view3D->get_canvas3d()->request_extra_frame();
}
#endif // ENABLE_SEQUENTIAL_LIMITS
} else {
}
else {
// The print is not valid.
// Show error as notification.
notification_manager->push_slicing_error_notification(err);
return_state |= UPDATE_BACKGROUND_PROCESS_INVALID;
#if ENABLE_SEQUENTIAL_LIMITS
if (printer_technology == ptFFF) {
const Print* print = background_process.fff_print();
Polygons polygons;
@ -3046,10 +3038,9 @@ unsigned int Plater::priv::update_background_process(bool force_validation, bool
view3D->get_canvas3d()->set_sequential_print_clearance_render_fill(true);
view3D->get_canvas3d()->set_sequential_print_clearance_polygons(polygons);
}
#endif // ENABLE_SEQUENTIAL_LIMITS
}
} else if (! this->delayed_error_message.empty()) {
}
else if (! this->delayed_error_message.empty()) {
// Reusing the old state.
return_state |= UPDATE_BACKGROUND_PROCESS_INVALID;
}
@ -4064,12 +4055,10 @@ void Plater::priv::on_update_geometry(Vec3dsEvent<2>&)
// TODO
}
#if ENABLE_SEQUENTIAL_LIMITS
void Plater::priv::on_3dcanvas_mouse_dragging_started(SimpleEvent&)
{
view3D->get_canvas3d()->reset_sequential_print_clearance();
}
#endif // ENABLE_SEQUENTIAL_LIMITS
// Update the scene from the background processing,
// if the update message was received during mouse manipulation.

View File

@ -1820,16 +1820,13 @@ void Selection::render_bounding_box(const BoundingBoxf3& box, float* color) cons
glsafe(::glEnd());
}
#if ENABLE_SEQUENTIAL_LIMITS
static std::array<float, 4> get_color(Axis axis)
{
return { AXES_COLOR[axis][0], AXES_COLOR[axis][1], AXES_COLOR[axis][2], AXES_COLOR[axis][3] };
};
#endif // ENABLE_SEQUENTIAL_LIMITS
void Selection::render_sidebar_position_hints(const std::string& sidebar_field) const
{
#if ENABLE_SEQUENTIAL_LIMITS
if (boost::ends_with(sidebar_field, "x")) {
glsafe(::glRotated(-90.0, 0.0, 0.0, 1.0));
const_cast<GLModel*>(&m_arrow)->set_color(-1, get_color(X));
@ -1844,33 +1841,10 @@ void Selection::render_sidebar_position_hints(const std::string& sidebar_field)
const_cast<GLModel*>(&m_arrow)->set_color(-1, get_color(Z));
m_arrow.render();
}
#else
auto set_color = [](Axis axis) {
GLShaderProgram* shader = wxGetApp().get_current_shader();
if (shader != nullptr) {
shader->set_uniform("uniform_color", AXES_COLOR[axis]);
shader->set_uniform("emission_factor", 0.0);
}
};
if (boost::ends_with(sidebar_field, "x")) {
set_color(X);
glsafe(::glRotated(-90.0, 0.0, 0.0, 1.0));
m_arrow.render();
} else if (boost::ends_with(sidebar_field, "y")) {
set_color(Y);
m_arrow.render();
} else if (boost::ends_with(sidebar_field, "z")) {
set_color(Z);
glsafe(::glRotated(90.0, 1.0, 0.0, 0.0));
m_arrow.render();
}
#endif // ENABLE_SEQUENTIAL_LIMITS
}
void Selection::render_sidebar_rotation_hints(const std::string& sidebar_field) const
{
#if ENABLE_SEQUENTIAL_LIMITS
auto render_sidebar_rotation_hint = [this]() {
m_curved_arrow.render();
glsafe(::glRotated(180.0, 0.0, 0.0, 1.0));
@ -1891,34 +1865,6 @@ void Selection::render_sidebar_rotation_hints(const std::string& sidebar_field)
const_cast<GLModel*>(&m_curved_arrow)->set_color(-1, get_color(Z));
render_sidebar_rotation_hint();
}
#else
auto set_color = [](Axis axis) {
GLShaderProgram* shader = wxGetApp().get_current_shader();
if (shader != nullptr) {
shader->set_uniform("uniform_color", AXES_COLOR[axis]);
shader->set_uniform("emission_factor", 0.0);
}
};
auto render_sidebar_rotation_hint = [this]() {
m_curved_arrow.render();
glsafe(::glRotated(180.0, 0.0, 0.0, 1.0));
m_curved_arrow.render();
};
if (boost::ends_with(sidebar_field, "x")) {
set_color(X);
glsafe(::glRotated(90.0, 0.0, 1.0, 0.0));
render_sidebar_rotation_hint();
} else if (boost::ends_with(sidebar_field, "y")) {
set_color(Y);
glsafe(::glRotated(-90.0, 1.0, 0.0, 0.0));
render_sidebar_rotation_hint();
} else if (boost::ends_with(sidebar_field, "z")) {
set_color(Z);
render_sidebar_rotation_hint();
}
#endif // ENABLE_SEQUENTIAL_LIMITS
}
void Selection::render_sidebar_scale_hints(const std::string& sidebar_field) const
@ -1926,9 +1872,7 @@ void Selection::render_sidebar_scale_hints(const std::string& sidebar_field) con
bool uniform_scale = requires_uniform_scale() || wxGetApp().obj_manipul()->get_uniform_scaling();
auto render_sidebar_scale_hint = [this, uniform_scale](Axis axis) {
#if ENABLE_SEQUENTIAL_LIMITS
const_cast<GLModel*>(&m_arrow)->set_color(-1, uniform_scale ? UNIFORM_SCALE_COLOR : get_color(axis));
#endif // ENABLE_SEQUENTIAL_LIMITS
GLShaderProgram* shader = wxGetApp().get_current_shader();
if (shader != nullptr)
shader->set_uniform("emission_factor", 0.0);