Fixed some picking issues after porting GLVolumes to C++.
Initial interface for print paths visualization by VBOs.
This commit is contained in:
parent
79e6f23fdc
commit
e7a920fe16
@ -149,6 +149,8 @@ sub new {
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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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$self->{use_VBOs} = 0;
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$self->reset_objects;
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EVT_PAINT($self, sub {
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@ -415,7 +417,7 @@ sub mouse_event {
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}
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# apply new temporary volume origin and ignore Z
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$_->origin->translate($vector->x, $vector->y, 0) for @volumes; #,,
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$_->translate($vector->x, $vector->y, 0) for @volumes; #,,
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$self->_drag_start_pos($cur_pos);
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$self->_dragged(1);
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$self->Refresh;
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@ -1685,7 +1687,8 @@ sub load_object {
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sub load_print_toolpaths {
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my ($self, $print) = @_;
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Slic3r::GUI::_3DScene::_load_print_toolpaths($print, $self->volumes)
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$self->GetContext if ($self->{use_VBOs});
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Slic3r::GUI::_3DScene::_load_print_toolpaths($print, $self->volumes, $self->{use_VBOs})
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if ($print->step_done(STEP_SKIRT) && $print->step_done(STEP_BRIM));
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}
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@ -1695,7 +1698,8 @@ sub load_print_toolpaths {
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sub load_print_object_toolpaths {
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my ($self, $object) = @_;
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Slic3r::GUI::_3DScene::_load_print_object_toolpaths($object, $self->volumes);
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$self->GetContext if ($self->{use_VBOs});
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Slic3r::GUI::_3DScene::_load_print_object_toolpaths($object, $self->volumes, $self->{use_VBOs});
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}
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sub set_toolpaths_range {
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@ -237,7 +237,7 @@ sub selection_changed {
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# deselect all meshes
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if ($self->{canvas}) {
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$_->selected(0) for @{$self->{canvas}->volumes};
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$_->set_selected(0) for @{$self->{canvas}->volumes};
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}
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# disable things as if nothing is selected
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@ -265,7 +265,7 @@ sub selection_changed {
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if ($itemData->{type} eq 'volume') {
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# select volume in 3D preview
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if ($self->{canvas}) {
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$self->{canvas}->volumes->[ $itemData->{volume_id} ]{selected} = 1;
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$self->{canvas}->volumes->[ $itemData->{volume_id} ]->set_selected(1);
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}
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$self->{btn_delete}->Enable;
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@ -178,22 +178,23 @@ static void thick_lines_to_verts(
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Vectorf3 prev_xy_left_normal, prev_xy_right_normal;
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// loop once more in case of closed loops
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bool first_done = false;
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for (size_t i = 0; i <= lines.size(); ++i) {
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if (i == lines.size()) i = 0;
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const Line &line = lines.at(i);
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if (i == 0 && first_done && !closed) break;
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for (size_t ii = 0; ii <= lines.size(); ++ ii) {
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size_t i = ii;
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if (ii == lines.size()) {
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if (! closed)
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break;
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i = 0;
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}
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const Line &line = lines[i];
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double len = line.length();
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double unscaled_len = unscale(len);
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double bottom_z = top_z - heights.at(i);
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double bottom_z = top_z - heights[i];
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double middle_z = (top_z + bottom_z) / 2;
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double dist = widths.at(i)/2; // scaled
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Vectorf v = Vectorf::new_unscale(line.vector());
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v.scale(1/unscaled_len);
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v.scale(1. / unscaled_len);
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Pointf a = Pointf::new_unscale(line.a);
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Pointf b = Pointf::new_unscale(line.b);
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@ -209,11 +210,11 @@ static void thick_lines_to_verts(
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// calculate new XY normals
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Vector n = line.normal();
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Vectorf3 xy_right_normal = Vectorf3::new_unscale(n.x, n.y, 0);
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xy_right_normal.scale(1/unscaled_len);
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xy_right_normal.scale(1.f / unscaled_len);
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Vectorf3 xy_left_normal = xy_right_normal;
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xy_left_normal.scale(-1);
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xy_left_normal.scale(-1.f);
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if (first_done) {
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if (ii > 0) {
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// if we're making a ccw turn, draw the triangles on the right side, otherwise draw them on the left side
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double ccw = line.b.ccw(prev_line);
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if (ccw > EPSILON) {
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@ -228,7 +229,7 @@ static void thick_lines_to_verts(
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volume.tverts.push_vert(a1.x, a1.y, middle_z);
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// normal going upwards
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volume.tverts.push_norm(0,0,1);
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volume.tverts.push_norm(0.f, 0.f, 1.f);
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volume.tverts.push_vert(a.x, a.y, top_z);
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}
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// bottom-right vertex triangle between previous line and this one
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@ -238,7 +239,7 @@ static void thick_lines_to_verts(
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volume.tverts.push_vert(prev_b1.x, prev_b1.y, middle_z);
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// normal going downwards
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volume.tverts.push_norm(0,0,-1);
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volume.tverts.push_norm(0.f, 0.f, -1.f);
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volume.tverts.push_vert(a.x, a.y, bottom_z);
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// use the normal going to the right calculated for this line
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@ -253,7 +254,7 @@ static void thick_lines_to_verts(
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volume.tverts.push_vert(prev_b2.x, prev_b2.y, middle_z);
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// normal going upwards
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volume.tverts.push_norm(0,0,1);
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volume.tverts.push_norm(0.f, 0.f, 1.f);
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volume.tverts.push_vert(a.x, a.y, top_z);
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// use the normal going to the right calculated for this line
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@ -271,14 +272,15 @@ static void thick_lines_to_verts(
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volume.tverts.push_vert(a2.x, a2.y, middle_z);
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// normal going downwards
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volume.tverts.push_norm(0,0,-1);
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volume.tverts.push_norm(0.f, 0.f, -1.f);
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volume.tverts.push_vert(a.x, a.y, bottom_z);
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}
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}
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}
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// if this was the extra iteration we were only interested in the triangles
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if (first_done && i == 0) break;
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if (ii == lines.size())
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break;
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prev_line = line;
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prev_b1 = b1;
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@ -286,7 +288,7 @@ static void thick_lines_to_verts(
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prev_xy_right_normal = xy_right_normal;
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prev_xy_left_normal = xy_left_normal;
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if (!closed) {
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if (! closed) {
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// terminate open paths with caps
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if (i == 0) {
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// normal pointing downwards
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@ -306,7 +308,7 @@ static void thick_lines_to_verts(
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volume.qverts.push_vert(a2.x, a2.y, middle_z);
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}
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// we don't use 'else' because both cases are true if we have only one line
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if (i == lines.size()-1) {
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if (i + 1 == lines.size()) {
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// normal pointing downwards
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volume.qverts.push_norm(0,0,-1);
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volume.qverts.push_vert(b.x, b.y, bottom_z);
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@ -379,8 +381,230 @@ static void thick_lines_to_verts(
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volume.qverts.push_vert(b.x, b.y, bottom_z);
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volume.qverts.push_vert(a.x, a.y, bottom_z);
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}
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}
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}
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first_done = true;
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// caller is responsible for supplying NO lines with zero length
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static void thick_lines_to_VBOs(
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const Lines &lines,
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const std::vector<double> &widths,
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const std::vector<double> &heights,
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bool closed,
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double top_z,
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GLVolume &volume)
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{
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assert(! lines.empty());
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if (lines.empty())
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return;
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Line prev_line;
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Pointf prev_b1, prev_b2;
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Vectorf3 prev_xy_left_normal, prev_xy_right_normal;
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// loop once more in case of closed loops
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for (size_t ii = 0; ii <= lines.size(); ++ ii) {
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size_t i = ii;
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if (ii == lines.size()) {
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if (! closed)
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break;
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i = 0;
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}
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const Line &line = lines[i];
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double len = line.length();
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double unscaled_len = unscale(len);
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double bottom_z = top_z - heights[i];
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double middle_z = (top_z + bottom_z) / 2;
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double dist = widths.at(i)/2; // scaled
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Vectorf v = Vectorf::new_unscale(line.vector());
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v.scale(1. / unscaled_len);
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Pointf a = Pointf::new_unscale(line.a);
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Pointf b = Pointf::new_unscale(line.b);
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Pointf a1 = a;
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Pointf a2 = a;
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a1.translate(+dist*v.y, -dist*v.x);
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a2.translate(-dist*v.y, +dist*v.x);
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Pointf b1 = b;
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Pointf b2 = b;
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b1.translate(+dist*v.y, -dist*v.x);
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b2.translate(-dist*v.y, +dist*v.x);
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// calculate new XY normals
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Vector n = line.normal();
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Vectorf3 xy_right_normal = Vectorf3::new_unscale(n.x, n.y, 0);
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xy_right_normal.scale(1.f / unscaled_len);
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Vectorf3 xy_left_normal = xy_right_normal;
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xy_left_normal.scale(-1.f);
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if (ii > 0) {
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// if we're making a ccw turn, draw the triangles on the right side, otherwise draw them on the left side
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double ccw = line.b.ccw(prev_line);
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if (ccw > EPSILON) {
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// top-right vertex triangle between previous line and this one
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{
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// use the normal going to the right calculated for the previous line
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volume.tverts.push_norm(prev_xy_right_normal);
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volume.tverts.push_vert(prev_b1.x, prev_b1.y, middle_z);
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// use the normal going to the right calculated for this line
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volume.tverts.push_norm(xy_right_normal);
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volume.tverts.push_vert(a1.x, a1.y, middle_z);
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// normal going upwards
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volume.tverts.push_norm(0.f, 0.f, 1.f);
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volume.tverts.push_vert(a.x, a.y, top_z);
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}
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// bottom-right vertex triangle between previous line and this one
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{
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// use the normal going to the right calculated for the previous line
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volume.tverts.push_norm(prev_xy_right_normal);
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volume.tverts.push_vert(prev_b1.x, prev_b1.y, middle_z);
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// normal going downwards
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volume.tverts.push_norm(0.f, 0.f, -1.f);
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volume.tverts.push_vert(a.x, a.y, bottom_z);
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// use the normal going to the right calculated for this line
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volume.tverts.push_norm(xy_right_normal);
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volume.tverts.push_vert(a1.x, a1.y, middle_z);
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}
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} else if (ccw < -EPSILON) {
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// top-left vertex triangle between previous line and this one
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{
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// use the normal going to the left calculated for the previous line
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volume.tverts.push_norm(prev_xy_left_normal);
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volume.tverts.push_vert(prev_b2.x, prev_b2.y, middle_z);
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// normal going upwards
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volume.tverts.push_norm(0.f, 0.f, 1.f);
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volume.tverts.push_vert(a.x, a.y, top_z);
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// use the normal going to the right calculated for this line
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volume.tverts.push_norm(xy_left_normal);
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volume.tverts.push_vert(a2.x, a2.y, middle_z);
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}
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// bottom-left vertex triangle between previous line and this one
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{
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// use the normal going to the left calculated for the previous line
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volume.tverts.push_norm(prev_xy_left_normal);
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volume.tverts.push_vert(prev_b2.x, prev_b2.y, middle_z);
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// use the normal going to the right calculated for this line
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volume.tverts.push_norm(xy_left_normal);
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volume.tverts.push_vert(a2.x, a2.y, middle_z);
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// normal going downwards
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volume.tverts.push_norm(0.f, 0.f, -1.f);
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volume.tverts.push_vert(a.x, a.y, bottom_z);
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}
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}
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}
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// if this was the extra iteration we were only interested in the triangles
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if (ii == lines.size())
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break;
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prev_line = line;
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prev_b1 = b1;
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prev_b2 = b2;
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prev_xy_right_normal = xy_right_normal;
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prev_xy_left_normal = xy_left_normal;
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if (! closed) {
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// terminate open paths with caps
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if (i == 0) {
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// normal pointing downwards
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volume.qverts.push_norm(0,0,-1);
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volume.qverts.push_vert(a.x, a.y, bottom_z);
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// normal pointing to the right
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volume.qverts.push_norm(xy_right_normal);
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volume.qverts.push_vert(a1.x, a1.y, middle_z);
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// normal pointing upwards
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volume.qverts.push_norm(0,0,1);
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volume.qverts.push_vert(a.x, a.y, top_z);
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// normal pointing to the left
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volume.qverts.push_norm(xy_left_normal);
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volume.qverts.push_vert(a2.x, a2.y, middle_z);
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}
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// we don't use 'else' because both cases are true if we have only one line
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if (i + 1 == lines.size()) {
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// normal pointing downwards
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volume.qverts.push_norm(0,0,-1);
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volume.qverts.push_vert(b.x, b.y, bottom_z);
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// normal pointing to the left
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volume.qverts.push_norm(xy_left_normal);
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volume.qverts.push_vert(b2.x, b2.y, middle_z);
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// normal pointing upwards
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volume.qverts.push_norm(0,0,1);
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volume.qverts.push_vert(b.x, b.y, top_z);
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// normal pointing to the right
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volume.qverts.push_norm(xy_right_normal);
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volume.qverts.push_vert(b1.x, b1.y, middle_z);
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}
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}
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// bottom-right face
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{
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// normal going downwards
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volume.qverts.push_norm(0,0,-1);
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volume.qverts.push_norm(0,0,-1);
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volume.qverts.push_vert(a.x, a.y, bottom_z);
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volume.qverts.push_vert(b.x, b.y, bottom_z);
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volume.qverts.push_norm(xy_right_normal);
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volume.qverts.push_norm(xy_right_normal);
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volume.qverts.push_vert(b1.x, b1.y, middle_z);
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volume.qverts.push_vert(a1.x, a1.y, middle_z);
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}
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// top-right face
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{
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volume.qverts.push_norm(xy_right_normal);
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volume.qverts.push_norm(xy_right_normal);
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volume.qverts.push_vert(a1.x, a1.y, middle_z);
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volume.qverts.push_vert(b1.x, b1.y, middle_z);
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// normal going upwards
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volume.qverts.push_norm(0,0,1);
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volume.qverts.push_norm(0,0,1);
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volume.qverts.push_vert(b.x, b.y, top_z);
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volume.qverts.push_vert(a.x, a.y, top_z);
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}
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// top-left face
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{
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volume.qverts.push_norm(0,0,1);
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volume.qverts.push_norm(0,0,1);
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volume.qverts.push_vert(a.x, a.y, top_z);
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volume.qverts.push_vert(b.x, b.y, top_z);
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volume.qverts.push_norm(xy_left_normal);
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volume.qverts.push_norm(xy_left_normal);
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volume.qverts.push_vert(b2.x, b2.y, middle_z);
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volume.qverts.push_vert(a2.x, a2.y, middle_z);
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}
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// bottom-left face
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{
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volume.qverts.push_norm(xy_left_normal);
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volume.qverts.push_norm(xy_left_normal);
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volume.qverts.push_vert(a2.x, a2.y, middle_z);
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volume.qverts.push_vert(b2.x, b2.y, middle_z);
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// normal going downwards
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volume.qverts.push_norm(0,0,-1);
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volume.qverts.push_norm(0,0,-1);
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volume.qverts.push_vert(b.x, b.y, bottom_z);
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volume.qverts.push_vert(a.x, a.y, bottom_z);
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}
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}
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}
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@ -469,7 +693,10 @@ static void extrusionentity_to_verts(const ExtrusionEntity *extrusion_entity, fl
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// Create 3D thick extrusion lines for a skirt and brim.
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// Adds a new Slic3r::GUI::3DScene::Volume to volumes.
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void _3DScene::_load_print_toolpaths(const Print *print, GLVolumeCollection *volumes)
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void _3DScene::_load_print_toolpaths(
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const Print *print,
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GLVolumeCollection *volumes,
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bool use_VBOs)
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{
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if (! print->has_skirt() && print->config.brim_width.value == 0)
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return;
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@ -520,7 +747,8 @@ void _3DScene::_load_print_toolpaths(const Print *print, GLVolumeCollection *vol
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// one for perimeters, one for infill and one for supports.
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void _3DScene::_load_print_object_toolpaths(
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const PrintObject *print_object,
|
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GLVolumeCollection *volumes)
|
||||
GLVolumeCollection *volumes,
|
||||
bool use_VBOs)
|
||||
{
|
||||
struct Ctxt
|
||||
{
|
||||
|
@ -103,7 +103,10 @@ public:
|
||||
selected(false),
|
||||
hover(false),
|
||||
qverts_range(0, size_t(-1)),
|
||||
tverts_range(0, size_t(-1))
|
||||
tverts_range(0, size_t(-1)),
|
||||
name_vertex_buffer(0),
|
||||
name_normal_buffer(0),
|
||||
name_index_buffer(0)
|
||||
{
|
||||
color[0] = r;
|
||||
color[1] = g;
|
||||
@ -144,10 +147,17 @@ public:
|
||||
// Triangle vertices.
|
||||
GLVertexArray tverts;
|
||||
std::pair<size_t, size_t> tverts_range;
|
||||
// OpenGL buffers for vertices and their normals.
|
||||
int name_vertex_buffer;
|
||||
int name_normal_buffer;
|
||||
// OpenGL buffer of the indices.
|
||||
int name_index_buffer;
|
||||
// Triangle indices for the vertex buffer object.
|
||||
std::vector<size_t> triangle_indices;
|
||||
// If the qverts or tverts contain thick extrusions, then offsets keeps pointers of the starts
|
||||
// of the extrusions per layer.
|
||||
// The offsets stores tripples of (z_top, qverts_idx, tverts_idx) in a linear array.
|
||||
std::vector<coordf_t> print_zs;
|
||||
// Offset into qverts & tverts, or offsets into indices stored into an OpenGL name_index_buffer.
|
||||
std::vector<size_t> offsets;
|
||||
|
||||
int object_idx() const { return this->composite_id / 1000000; }
|
||||
@ -165,6 +175,8 @@ public:
|
||||
void* tnorms_to_render_ptr() { return tverts.norms.data() + tverts_range.first; }
|
||||
size_t tverts_to_render_cnt() { return std::min(tverts.verts.size(), tverts_range.second - tverts_range.first); }
|
||||
|
||||
void render_VBOs() const;
|
||||
|
||||
std::shared_ptr<GLTexture> layer_height_texture;
|
||||
|
||||
bool has_layer_height_texture() const
|
||||
@ -209,6 +221,7 @@ public:
|
||||
void clear() { for (auto *v : volumes) delete v; volumes.clear(); }
|
||||
bool empty() const { return volumes.empty(); }
|
||||
void set_range(double low, double high) { for (GLVolume *vol : this->volumes) vol->set_range(low, high); }
|
||||
void render_VBOs() const { for (GLVolume *vol : this->volumes) vol->render_VBOs(); }
|
||||
};
|
||||
|
||||
class _3DScene
|
||||
@ -216,11 +229,13 @@ class _3DScene
|
||||
public:
|
||||
static void _load_print_toolpaths(
|
||||
const Print *print,
|
||||
GLVolumeCollection *volumes);
|
||||
GLVolumeCollection *volumes,
|
||||
bool use_VBOs);
|
||||
|
||||
static void _load_print_object_toolpaths(
|
||||
const PrintObject *print_object,
|
||||
GLVolumeCollection *volumes);
|
||||
GLVolumeCollection *volumes,
|
||||
bool use_VBOs);
|
||||
};
|
||||
|
||||
}
|
||||
|
@ -30,6 +30,8 @@
|
||||
bool empty() const;
|
||||
Clone<Pointf3> origin() const
|
||||
%code%{ RETVAL = THIS->origin; %};
|
||||
void translate(double x, double y, double z)
|
||||
%code%{ THIS->origin.translate(x, y, z); %};
|
||||
Clone<BoundingBoxf3> bounding_box() const
|
||||
%code%{ RETVAL = THIS->bounding_box; %};
|
||||
Clone<BoundingBoxf3> transformed_bounding_box() const;
|
||||
@ -87,17 +89,19 @@ GLVolumeCollection::arrayref()
|
||||
%{
|
||||
|
||||
void
|
||||
_load_print_toolpaths(print, volumes)
|
||||
_load_print_toolpaths(print, volumes, use_VBOs)
|
||||
Print *print;
|
||||
GLVolumeCollection *volumes;
|
||||
bool use_VBOs;
|
||||
CODE:
|
||||
_3DScene::_load_print_toolpaths(print, volumes);
|
||||
_3DScene::_load_print_toolpaths(print, volumes, use_VBOs);
|
||||
|
||||
void
|
||||
_load_print_object_toolpaths(print_object, volumes)
|
||||
_load_print_object_toolpaths(print_object, volumes, use_VBOs)
|
||||
PrintObject *print_object;
|
||||
GLVolumeCollection *volumes;
|
||||
bool use_VBOs;
|
||||
CODE:
|
||||
_3DScene::_load_print_object_toolpaths(print_object, volumes);
|
||||
_3DScene::_load_print_object_toolpaths(print_object, volumes, use_VBOs);
|
||||
|
||||
%}
|
||||
|
Loading…
Reference in New Issue
Block a user