Removed unused methods from 3DScene
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30a3b2179b
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cf8e7475ca
@ -188,6 +188,7 @@ sub new {
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$self->volumes(Slic3r::GUI::_3DScene::GLVolume::Collection->new);
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#==============================================================================================================================
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Slic3r::GUI::_3DScene::set_volumes($self, $self->volumes);
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Slic3r::GUI::_3DScene::reset_volumes($self);
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#==============================================================================================================================
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# 3D point in model space
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@ -202,10 +203,7 @@ sub new {
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# $self->{layer_height_edit_last_object_id} = -1;
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# $self->{layer_height_edit_last_z} = 0.;
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# $self->{layer_height_edit_last_action} = 0;
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#==============================================================================================================================
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#==============================================================================================================================
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Slic3r::GUI::_3DScene::reset_volumes($self);
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#
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# $self->reset_objects;
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#==============================================================================================================================
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@ -215,8 +213,6 @@ sub new {
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});
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#=======================================================================================================================
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# EVT_SIZE($self, sub { $self->_dirty(1) });
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#=======================================================================================================================
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#==============================================================================================================================
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# EVT_IDLE($self, sub {
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# return unless $self->_dirty;
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# return if !$self->IsShownOnScreen;
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@ -362,45 +358,33 @@ sub Destroy {
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# }
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# return -1;
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#}
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#==============================================================================================================================
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# Returns an array with (left, top, right, bottom) of the variable layer thickness bar on the screen.
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sub _variable_layer_thickness_bar_rect_screen {
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my ($self) = @_;
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my ($cw, $ch) = $self->GetSizeWH;
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return ($cw - VARIABLE_LAYER_THICKNESS_BAR_WIDTH, 0, $cw, $ch - VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT);
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}
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sub _variable_layer_thickness_bar_rect_viewport {
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my ($self) = @_;
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my ($cw, $ch) = $self->GetSizeWH;
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#==============================================================================================================================
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my $zoom = Slic3r::GUI::_3DScene::get_camera_zoom($self);
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return ((0.5*$cw-VARIABLE_LAYER_THICKNESS_BAR_WIDTH)/$zoom, (-0.5*$ch+VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT)/$zoom, $cw/(2*$zoom), $ch/(2*$zoom));
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#
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## Returns an array with (left, top, right, bottom) of the variable layer thickness bar on the screen.
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#sub _variable_layer_thickness_bar_rect_screen {
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# my ($self) = @_;
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# my ($cw, $ch) = $self->GetSizeWH;
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# return ($cw - VARIABLE_LAYER_THICKNESS_BAR_WIDTH, 0, $cw, $ch - VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT);
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#}
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#
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#sub _variable_layer_thickness_bar_rect_viewport {
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# my ($self) = @_;
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# my ($cw, $ch) = $self->GetSizeWH;
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# return ((0.5*$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));
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#==============================================================================================================================
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}
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#==============================================================================================================================
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#}
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#
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## Returns an array with (left, top, right, bottom) of the variable layer thickness bar on the screen.
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#sub _variable_layer_thickness_reset_rect_screen {
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# my ($self) = @_;
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# my ($cw, $ch) = $self->GetSizeWH;
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# return ($cw - VARIABLE_LAYER_THICKNESS_BAR_WIDTH, $ch - VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT, $cw, $ch);
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#}
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#==============================================================================================================================
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sub _variable_layer_thickness_reset_rect_viewport {
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my ($self) = @_;
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my ($cw, $ch) = $self->GetSizeWH;
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#==============================================================================================================================
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my $zoom = Slic3r::GUI::_3DScene::get_camera_zoom($self);
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return ((0.5*$cw-VARIABLE_LAYER_THICKNESS_BAR_WIDTH)/$zoom, -$ch/(2*$zoom), $cw/(2*$zoom), (-0.5*$ch+VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT)/$zoom);
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#
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#sub _variable_layer_thickness_reset_rect_viewport {
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# my ($self) = @_;
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# my ($cw, $ch) = $self->GetSizeWH;
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# return ((0.5*$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);
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#==============================================================================================================================
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}
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#==============================================================================================================================
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#}
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#
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#sub _variable_layer_thickness_bar_rect_mouse_inside {
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# my ($self, $mouse_evt) = @_;
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# my ($bar_left, $bar_top, $bar_right, $bar_bottom) = $self->_variable_layer_thickness_bar_rect_screen;
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@ -1400,42 +1384,33 @@ sub Render {
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return unless my $context = $self->GetContext;
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$self->SetCurrent($context);
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$self->InitGL;
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glClearColor(1, 1, 1, 1);
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glClearDepth(1);
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glDepthFunc(GL_LESS);
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#==============================================================================================================================
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# glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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#==============================================================================================================================
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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if (!TURNTABLE_MODE) {
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# Shift the perspective camera.
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#==============================================================================================================================
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my $camera_pos = Slic3r::Pointf3->new(0,0,-Slic3r::GUI::_3DScene::get_camera_distance($self));
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# my $camera_pos = Slic3r::Pointf3->new(0,0,-$self->_camera_distance);
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#==============================================================================================================================
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glTranslatef(@$camera_pos);
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}
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if (TURNTABLE_MODE) {
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# Turntable mode is enabled by default.
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#==============================================================================================================================
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glRotatef(-Slic3r::GUI::_3DScene::get_camera_theta($self), 1, 0, 0); # pitch
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glRotatef(Slic3r::GUI::_3DScene::get_camera_phi($self), 0, 0, 1); # yaw
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# glRotatef(-$self->_stheta, 1, 0, 0); # pitch
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# glRotatef($self->_sphi, 0, 0, 1); # yaw
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#==============================================================================================================================
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} else {
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my @rotmat = quat_to_rotmatrix($self->quat);
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glMultMatrixd_p(@rotmat[0..15]);
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}
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#==============================================================================================================================
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Slic3r::GUI::_3DScene::render($self);
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# glClearColor(1, 1, 1, 1);
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# glClearDepth(1);
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# glDepthFunc(GL_LESS);
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# glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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#
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# glMatrixMode(GL_MODELVIEW);
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# glLoadIdentity();
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#
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# if (!TURNTABLE_MODE) {
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# # Shift the perspective camera.
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# my $camera_pos = Slic3r::Pointf3->new(0,0,-$self->_camera_distance);
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# glTranslatef(@$camera_pos);
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# }
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#
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# if (TURNTABLE_MODE) {
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# # Turntable mode is enabled by default.
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# glRotatef(-$self->_stheta, 1, 0, 0); # pitch
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# glRotatef($self->_sphi, 0, 0, 1); # yaw
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# } else {
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# my @rotmat = quat_to_rotmatrix($self->quat);
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# glMultMatrixd_p(@rotmat[0..15]);
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# }
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#
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# glTranslatef(@{ $self->_camera_target->negative });
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#
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# # light from above
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@ -15,7 +15,6 @@
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#include <iostream>
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#include <float.h>
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static const bool TURNTABLE_MODE = true;
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static const float GIMBALL_LOCK_THETA_MAX = 180.0f;
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static const float GROUND_Z = -0.02f;
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@ -1082,10 +1081,12 @@ GLCanvas3D::~GLCanvas3D()
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bool GLCanvas3D::init(bool useVBOs, bool use_legacy_opengl)
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{
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::glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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::glEnable(GL_DEPTH_TEST);
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::glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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::glClearDepth(1.0f);
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::glDepthFunc(GL_LEQUAL);
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::glDepthFunc(GL_LESS);
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::glEnable(GL_DEPTH_TEST);
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::glEnable(GL_CULL_FACE);
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::glEnable(GL_BLEND);
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::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -1109,6 +1110,14 @@ bool GLCanvas3D::init(bool useVBOs, bool use_legacy_opengl)
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GLfloat diffuse[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
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::glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
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// light from above
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GLfloat position1[4] = { -0.5f, -0.5f, 1.0f, 0.0f };
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::glLightfv(GL_LIGHT0, GL_POSITION, position1);
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GLfloat specular1[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
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::glLightfv(GL_LIGHT0, GL_SPECULAR, specular1);
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GLfloat diffuse1[4] = { 0.5f, 0.5f, 0.5f, 1.0f };
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::glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse1);
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// Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
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::glShadeModel(GL_SMOOTH);
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@ -1574,21 +1583,7 @@ void GLCanvas3D::render(bool useVBOs) const
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if (m_canvas == nullptr)
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return;
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Pointf3 neg_target = get_camera_target().negative();
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::glTranslatef((GLfloat)neg_target.x, (GLfloat)neg_target.y, (GLfloat)neg_target.z);
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// light from above
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GLfloat position0[4] = { -0.5f, -0.5f, 1.0f, 0.0f };
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::glLightfv(GL_LIGHT0, GL_POSITION, position0);
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GLfloat specular[4] = { 0.2f, 0.2f, 0.2f, 1.0f };
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::glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
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GLfloat diffuse[4] = { 0.5f, 0.5f, 0.5f, 1.0f };
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::glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
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// Head light
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GLfloat position1[4] = { 1.0f, 0.0f, 1.0f, 0.0f };
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::glLightfv(GL_LIGHT1, GL_POSITION, position1);
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_camera_tranform();
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_picking_pass();
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_render_background();
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_render_bed();
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@ -1941,27 +1936,8 @@ float GLCanvas3D::_get_zoom_to_bounding_box_factor(const BoundingBoxf3& bbox) co
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// project the bbox vertices on a plane perpendicular to the camera forward axis
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// then calculates the vertices coordinate on this plane along the camera xy axes
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// we need the view matrix, we let opengl calculate it(same as done in render sub)
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::glMatrixMode(GL_MODELVIEW);
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::glLoadIdentity();
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if (TURNTABLE_MODE)
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{
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// Turntable mode is enabled by default.
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::glRotatef(-get_camera_theta(), 1.0f, 0.0f, 0.0f); // pitch
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::glRotatef(get_camera_phi(), 0.0f, 0.0f, 1.0f); // yaw
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}
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else
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{
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// Shift the perspective camera.
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Pointf3 camera_pos(0.0, 0.0, -(coordf_t)get_camera_distance());
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::glTranslatef((float)camera_pos.x, (float)camera_pos.y, (float)camera_pos.z);
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// my @rotmat = quat_to_rotmatrix($self->quat); <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< TEMPORARY COMMENTED OUT
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// glMultMatrixd_p(@rotmat[0..15]); <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< TEMPORARY COMMENTED OUT
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}
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const Pointf3& target = get_camera_target();
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::glTranslatef(-(float)target.x, -(float)target.y, -(float)target.z);
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// we need the view matrix, we let opengl calculate it (same as done in render())
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_camera_tranform();
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// get the view matrix back from opengl
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GLfloat matrix[16];
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@ -2055,6 +2031,18 @@ void GLCanvas3D::_refresh_if_shown_on_screen()
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}
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}
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void GLCanvas3D::_camera_tranform() const
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{
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::glMatrixMode(GL_MODELVIEW);
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::glLoadIdentity();
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::glRotatef(-get_camera_theta(), 1.0f, 0.0f, 0.0f); // pitch
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::glRotatef(get_camera_phi(), 0.0f, 0.0f, 1.0f); // yaw
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Pointf3 neg_target = get_camera_target().negative();
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::glTranslatef((GLfloat)neg_target.x, (GLfloat)neg_target.y, (GLfloat)neg_target.z);
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}
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void GLCanvas3D::_picking_pass() const
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{
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if (is_picking_enabled() && !is_mouse_dragging() && (m_volumes != nullptr))
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@ -482,6 +482,7 @@ private:
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void _mark_volumes_for_layer_height() const;
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void _refresh_if_shown_on_screen();
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void _camera_tranform() const;
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void _picking_pass() const;
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void _render_background() const;
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void _render_bed() const;
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