Merge branch 'master' of https://github.com/prusa3d/PrusaSlicer into et_sinking_objects_collision
This commit is contained in:
commit
ddcbbee3b0
@ -65,7 +65,7 @@ void CSGDisplay::render_scene()
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glFlush();
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}
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void Scene::set_print(uqptr<SLAPrint> &&print)
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void Scene::set_print(std::unique_ptr<SLAPrint> &&print)
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{
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m_print = std::move(print);
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@ -85,7 +85,7 @@ void CSGDisplay::SceneCache::clear()
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primitives.clear();
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}
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shptr<Primitive> CSGDisplay::SceneCache::add_mesh(const TriangleMesh &mesh)
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std::shared_ptr<Primitive> CSGDisplay::SceneCache::add_mesh(const TriangleMesh &mesh)
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{
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auto p = std::make_shared<Primitive>();
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p->load_mesh(mesh);
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@ -94,7 +94,7 @@ shptr<Primitive> CSGDisplay::SceneCache::add_mesh(const TriangleMesh &mesh)
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return p;
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}
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shptr<Primitive> CSGDisplay::SceneCache::add_mesh(const TriangleMesh &mesh,
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std::shared_ptr<Primitive> CSGDisplay::SceneCache::add_mesh(const TriangleMesh &mesh,
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OpenCSG::Operation o,
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unsigned c)
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{
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@ -17,11 +17,6 @@ class SLAPrint;
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namespace GL {
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// Simple shorthands for smart pointers
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template<class T> using shptr = std::shared_ptr<T>;
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template<class T> using uqptr = std::unique_ptr<T>;
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template<class T> using wkptr = std::weak_ptr<T>;
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template<class T, class A = std::allocator<T>> using vector = std::vector<T, A>;
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// remove empty weak pointers from a vector
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@ -61,7 +56,7 @@ public:
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};
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private:
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vector<wkptr<Listener>> m_listeners;
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vector<std::weak_ptr<Listener>> m_listeners;
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public:
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virtual ~MouseInput() = default;
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@ -95,7 +90,7 @@ public:
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call(&Listener::on_moved_to, m_listeners, x, y);
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}
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void add_listener(shptr<Listener> listener)
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void add_listener(std::shared_ptr<Listener> listener)
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{
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m_listeners.emplace_back(listener);
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cleanup(m_listeners);
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@ -322,7 +317,7 @@ public:
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// The scene is a wrapper around SLAPrint which holds the data to be visualized.
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class Scene
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{
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uqptr<SLAPrint> m_print;
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std::unique_ptr<SLAPrint> m_print;
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public:
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// Subscribers will be notified if the model is changed. This might be a
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@ -340,19 +335,19 @@ public:
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Scene();
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~Scene();
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void set_print(uqptr<SLAPrint> &&print);
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void set_print(std::unique_ptr<SLAPrint> &&print);
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const SLAPrint * get_print() const { return m_print.get(); }
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BoundingBoxf3 get_bounding_box() const;
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void add_listener(shptr<Listener> listener)
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void add_listener(std::shared_ptr<Listener> listener)
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{
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m_listeners.emplace_back(listener);
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cleanup(m_listeners);
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}
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private:
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vector<wkptr<Listener>> m_listeners;
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vector<std::weak_ptr<Listener>> m_listeners;
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};
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// The basic Display. This is almost just an interface but will do all the
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@ -366,20 +361,20 @@ protected:
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Vec2i m_size;
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bool m_initialized = false;
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shptr<Camera> m_camera;
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std::shared_ptr<Camera> m_camera;
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FpsCounter m_fps_counter;
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public:
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explicit Display(shptr<Camera> camera = nullptr)
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explicit Display(std::shared_ptr<Camera> camera = nullptr)
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: m_camera(camera ? camera : std::make_shared<PerspectiveCamera>())
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{}
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~Display() override;
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shptr<const Camera> get_camera() const { return m_camera; }
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shptr<Camera> get_camera() { return m_camera; }
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void set_camera(shptr<Camera> cam) { m_camera = cam; }
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std::shared_ptr<const Camera> get_camera() const { return m_camera; }
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std::shared_ptr<Camera> get_camera() { return m_camera; }
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void set_camera(std::shared_ptr<Camera> cam) { m_camera = cam; }
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virtual void swap_buffers() = 0;
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virtual void set_active(long width, long height);
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@ -410,14 +405,14 @@ protected:
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// Cache the renderable primitives. These will be fetched when the scene
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// is modified.
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struct SceneCache {
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vector<shptr<Primitive>> primitives;
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vector<std::shared_ptr<Primitive>> primitives;
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vector<Primitive *> primitives_free;
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vector<OpenCSG::Primitive *> primitives_csg;
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void clear();
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shptr<Primitive> add_mesh(const TriangleMesh &mesh);
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shptr<Primitive> add_mesh(const TriangleMesh &mesh,
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std::shared_ptr<Primitive> add_mesh(const TriangleMesh &mesh);
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std::shared_ptr<Primitive> add_mesh(const TriangleMesh &mesh,
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OpenCSG::Operation op,
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unsigned covexity);
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} m_scene_cache;
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@ -446,13 +441,13 @@ class Controller : public std::enable_shared_from_this<Controller>,
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Vec2i m_mouse_pos, m_mouse_pos_rprev, m_mouse_pos_lprev;
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bool m_left_btn = false, m_right_btn = false;
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shptr<Scene> m_scene;
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vector<wkptr<Display>> m_displays;
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std::shared_ptr<Scene> m_scene;
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vector<std::weak_ptr<Display>> m_displays;
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// Call a method of Camera on all the cameras of the attached displays
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template<class F, class...Args>
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void call_cameras(F &&f, Args&&... args) {
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for (wkptr<Display> &l : m_displays)
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for (std::weak_ptr<Display> &l : m_displays)
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if (auto disp = l.lock()) if (auto cam = disp->get_camera())
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(cam.get()->*f)(std::forward<Args>(args)...);
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}
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@ -460,7 +455,7 @@ class Controller : public std::enable_shared_from_this<Controller>,
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public:
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// Set the scene that will be controlled.
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void set_scene(shptr<Scene> scene)
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void set_scene(std::shared_ptr<Scene> scene)
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{
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m_scene = scene;
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m_scene->add_listener(shared_from_this());
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@ -468,7 +463,7 @@ public:
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const Scene * get_scene() const { return m_scene.get(); }
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void add_display(shptr<Display> disp)
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void add_display(std::shared_ptr<Display> disp)
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{
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m_displays.emplace_back(disp);
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cleanup(m_displays);
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@ -12,7 +12,7 @@ class CSGVolume: public Volume
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class ShaderCSGDisplay: public Display {
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protected:
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vector<shptr<CSGVolume>> m_volumes;
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vector<std::shared_ptr<CSGVolume>> m_volumes;
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void add_mesh(const TriangleMesh &mesh);
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public:
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@ -34,7 +34,7 @@ using namespace Slic3r::GL;
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class Renderer {
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protected:
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wxGLCanvas *m_canvas;
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shptr<wxGLContext> m_context;
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std::shared_ptr<wxGLContext> m_context;
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public:
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Renderer(wxGLCanvas *c): m_canvas{c} {
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@ -86,16 +86,16 @@ public:
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class Canvas: public wxGLCanvas
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{
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// One display is active at a time, the OCSGRenderer by default.
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shptr<Slic3r::GL::Display> m_display;
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std::shared_ptr<Slic3r::GL::Display> m_display;
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public:
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template<class...Args>
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Canvas(Args &&...args): wxGLCanvas(std::forward<Args>(args)...) {}
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shptr<Slic3r::GL::Display> get_display() const { return m_display; }
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std::shared_ptr<Slic3r::GL::Display> get_display() const { return m_display; }
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void set_display(shptr<Slic3r::GL::Display> d) { m_display = d; }
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void set_display(std::shared_ptr<Slic3r::GL::Display> d) { m_display = d; }
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};
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// Enumerate possible mouse events, we will record them.
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@ -197,14 +197,14 @@ public:
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class MyFrame: public wxFrame
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{
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// Instantiate the 3D engine.
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shptr<Scene> m_scene; // Model
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shptr<Canvas> m_canvas; // Views store
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shptr<OCSGRenderer> m_ocsgdisplay; // View
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shptr<ShaderCSGRenderer> m_shadercsg_display; // Another view
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shptr<Controller> m_ctl; // Controller
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std::shared_ptr<Scene> m_scene; // Model
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std::shared_ptr<Canvas> m_canvas; // Views store
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std::shared_ptr<OCSGRenderer> m_ocsgdisplay; // View
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std::shared_ptr<ShaderCSGRenderer> m_shadercsg_display; // Another view
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std::shared_ptr<Controller> m_ctl; // Controller
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// Add a status bar with progress indication.
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shptr<Slic3r::GUI::ProgressStatusBar> m_stbar;
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std::shared_ptr<Slic3r::GUI::ProgressStatusBar> m_stbar;
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RecorderMouseInput m_mouse;
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@ -237,7 +237,7 @@ class MyFrame: public wxFrame
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}
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};
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uqptr<SLAJob> m_ui_job;
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std::unique_ptr<SLAJob> m_ui_job;
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// To keep track of the running average of measured fps values.
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double m_fps_avg = 0.;
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@ -423,7 +423,7 @@ void fill_slicerconf(ConfMap &m, const SLAPrint &print)
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} // namespace
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uqptr<sla::RasterBase> SL1Archive::create_raster() const
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std::unique_ptr<sla::RasterBase> SL1Archive::create_raster() const
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{
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sla::RasterBase::Resolution res;
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sla::RasterBase::PixelDim pxdim;
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@ -12,7 +12,7 @@ class SL1Archive: public SLAArchive {
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SLAPrinterConfig m_cfg;
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protected:
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uqptr<sla::RasterBase> create_raster() const override;
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std::unique_ptr<sla::RasterBase> create_raster() const override;
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sla::RasterEncoder get_encoder() const override;
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public:
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@ -13,10 +13,6 @@
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namespace Slic3r {
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template<class T> using uqptr = std::unique_ptr<T>;
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template<class T> using shptr = std::shared_ptr<T>;
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template<class T> using wkptr = std::weak_ptr<T>;
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namespace sla {
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// Raw byte buffer paired with its size. Suitable for compressed image data.
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@ -112,7 +108,7 @@ struct PPMRasterEncoder {
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std::ostream& operator<<(std::ostream &stream, const EncodedRaster &bytes);
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// If gamma is zero, thresholding will be performed which disables AA.
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uqptr<RasterBase> create_raster_grayscale_aa(
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std::unique_ptr<RasterBase> create_raster_grayscale_aa(
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const RasterBase::Resolution &res,
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const RasterBase::PixelDim & pxdim,
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double gamma = 1.0,
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@ -391,7 +391,7 @@ class SLAArchive {
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protected:
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std::vector<sla::EncodedRaster> m_layers;
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virtual uqptr<sla::RasterBase> create_raster() const = 0;
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virtual std::unique_ptr<sla::RasterBase> create_raster() const = 0;
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virtual sla::RasterEncoder get_encoder() const = 0;
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public:
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@ -2055,21 +2055,21 @@ static inline PrintObjectSupportMaterial::MyLayer* detect_bottom_contacts(
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// Trim the already created base layers above the current layer intersecting with the new bottom contacts layer.
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//FIXME Maybe this is no more needed, as the overlapping base layers are trimmed by the bottom layers at the final stage?
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touching = offset(touching, float(SCALED_EPSILON));
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for (int layer_id_above = layer_id + 1; layer_id_above < int(object.total_layer_count()); ++layer_id_above) {
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for (int layer_id_above = layer_id + 1; layer_id_above < int(object.total_layer_count()); ++ layer_id_above) {
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const Layer &layer_above = *object.layers()[layer_id_above];
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if (layer_above.print_z > layer_new.print_z - EPSILON)
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break;
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if (! layer_support_areas[layer_id_above].empty()) {
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if (Polygons &above = layer_support_areas[layer_id_above]; ! above.empty()) {
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#ifdef SLIC3R_DEBUG
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SVG::export_expolygons(debug_out_path("support-support-areas-raw-before-trimming-%d-with-%f-%lf.svg", iRun, layer.print_z, layer_above.print_z),
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{ { { union_ex(touching) }, { "touching", "blue", 0.5f } },
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{ { union_safety_offset_ex(layer_support_areas[layer_id_above]) }, { "above", "red", "black", "", scaled<coord_t>(0.1f), 0.5f } } });
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{ { union_safety_offset_ex(above) }, { "above", "red", "black", "", scaled<coord_t>(0.1f), 0.5f } } });
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#endif /* SLIC3R_DEBUG */
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layer_support_areas[layer_id_above] = diff(layer_support_areas[layer_id_above], touching);
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above = diff(above, touching);
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#ifdef SLIC3R_DEBUG
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Slic3r::SVG::export_expolygons(
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debug_out_path("support-support-areas-raw-after-trimming-%d-with-%f-%lf.svg", iRun, layer.print_z, layer_above.print_z),
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union_ex(layer_support_areas[layer_id_above]));
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union_ex(above));
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#endif /* SLIC3R_DEBUG */
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}
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}
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@ -2622,10 +2622,9 @@ void PrintObjectSupportMaterial::generate_base_layers(
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// New polygons for layer_intermediate.
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Polygons polygons_new;
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// Use the precomputed layer_support_areas.
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idx_object_layer_above = std::max(0, idx_lower_or_equal(object.layers().begin(), object.layers().end(), idx_object_layer_above,
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[&layer_intermediate](const Layer *layer){ return layer->print_z <= layer_intermediate.print_z + EPSILON; }));
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polygons_new = layer_support_areas[idx_object_layer_above];
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// Use the precomputed layer_support_areas. "idx_object_layer_above": above means above since the last iteration, not above after this call.
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idx_object_layer_above = idx_lower_or_equal(object.layers().begin(), object.layers().end(), idx_object_layer_above,
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[&layer_intermediate](const Layer* layer) { return layer->print_z <= layer_intermediate.print_z + EPSILON; });
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// Polygons to trim polygons_new.
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Polygons polygons_trimming;
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@ -2640,7 +2639,7 @@ void PrintObjectSupportMaterial::generate_base_layers(
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idx_top_contact_above = idx_lower_or_equal(top_contacts, idx_top_contact_above,
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[&layer_intermediate](const MyLayer *layer){ return layer->bottom_z <= layer_intermediate.print_z - EPSILON; });
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// Collect all the top_contact layer intersecting with this layer.
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for ( int idx_top_contact_overlapping = idx_top_contact_above; idx_top_contact_overlapping >= 0; -- idx_top_contact_overlapping) {
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for (int idx_top_contact_overlapping = idx_top_contact_above; idx_top_contact_overlapping >= 0; -- idx_top_contact_overlapping) {
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MyLayer &layer_top_overlapping = *top_contacts[idx_top_contact_overlapping];
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if (layer_top_overlapping.print_z < layer_intermediate.bottom_z + EPSILON)
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break;
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@ -2651,6 +2650,22 @@ void PrintObjectSupportMaterial::generate_base_layers(
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polygons_append(polygons_trimming, layer_top_overlapping.polygons);
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}
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if (idx_object_layer_above < 0) {
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// layer_support_areas are synchronized with object layers and they contain projections of the contact layers above them.
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// This intermediate layer is not above any object layer, thus there is no information in layer_support_areas about
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// towers supporting contact layers intersecting the first object layer. Project these contact layers now.
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polygons_new = layer_support_areas.front();
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double first_layer_z = object.layers().front()->print_z;
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for (int i = idx_top_contact_above + 1; i < int(top_contacts.size()); ++ i) {
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MyLayer &contacts = *top_contacts[i];
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if (contacts.print_z > first_layer_z + EPSILON)
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break;
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assert(contacts.bottom_z > layer_intermediate.print_z - EPSILON);
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polygons_append(polygons_new, contacts.polygons);
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}
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} else
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polygons_new = layer_support_areas[idx_object_layer_above];
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// Trimming the base layer with any overlapping bottom layer.
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// Following cases are recognized:
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// 1) bottom.bottom_z >= base.top_z -> No overlap, no trimming needed.
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@ -228,7 +228,7 @@ DPIFrame(NULL, wxID_ANY, "", wxDefaultPosition, wxDefaultSize, wxDEFAULT_FRAME_S
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return;
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}
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// check unsaved changes only if project wasn't saved
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else if (saved_project == wxID_NO && event.CanVeto() &&
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else if (plater()->is_project_dirty() && saved_project == wxID_NO && event.CanVeto() &&
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!wxGetApp().check_and_save_current_preset_changes(_L("PrusaSlicer is closing"), _L("Closing PrusaSlicer while some presets are modified."))) {
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event.Veto();
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return;
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@ -2109,13 +2109,14 @@ void Plater::priv::update(unsigned int flags)
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}
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unsigned int update_status = 0;
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if (this->printer_technology == ptSLA || (flags & (unsigned int)UpdateParams::FORCE_BACKGROUND_PROCESSING_UPDATE))
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const bool force_background_processing_restart = this->printer_technology == ptSLA || (flags & (unsigned int)UpdateParams::FORCE_BACKGROUND_PROCESSING_UPDATE);
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if (force_background_processing_restart)
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// Update the SLAPrint from the current Model, so that the reload_scene()
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// pulls the correct data.
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update_status = this->update_background_process(false, flags & (unsigned int)UpdateParams::POSTPONE_VALIDATION_ERROR_MESSAGE);
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this->view3D->reload_scene(false, flags & (unsigned int)UpdateParams::FORCE_FULL_SCREEN_REFRESH);
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this->preview->reload_print();
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if (this->printer_technology == ptSLA)
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if (force_background_processing_restart)
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this->restart_background_process(update_status);
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else
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this->schedule_background_process();
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|
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Block a user