%module{Slic3r::XS}; #include #include "slic3r/GUI/GLShader.hpp" #include "slic3r/GUI/3DScene.hpp" %name{Slic3r::GUI::_3DScene::GLShader} class GLShader { GLShader(); ~GLShader(); bool load_from_text(const char *fragment_shader, const char *vertex_shader); bool load_from_file(const char *fragment_shader, const char *vertex_shader); void release(); int get_attrib_location(const char *name) const; int get_uniform_location(const char *name) const; bool set_uniform(const char *name, float value) const; void enable() const; void disable() const; int shader_program_id() const %code%{ RETVAL = THIS->shader_program_id; %}; std::string last_error() const %code%{ RETVAL = THIS->last_error; %}; }; %name{Slic3r::GUI::_3DScene::GLVolume} class GLVolume { GLVolume(); ~GLVolume(); std::vector color() %code%{ RETVAL.reserve(4); RETVAL.push_back(THIS->color[0]); RETVAL.push_back(THIS->color[1]); RETVAL.push_back(THIS->color[2]); RETVAL.push_back(THIS->color[3]); %}; int select_group_id() %code%{ RETVAL = THIS->select_group_id; %}; int drag_group_id() %code%{ RETVAL = THIS->drag_group_id; %}; int selected() %code%{ RETVAL = THIS->selected; %}; void set_selected(int i) %code%{ THIS->selected = i; %}; int hover() %code%{ RETVAL = THIS->hover; %}; void set_hover(int i) %code%{ THIS->hover = i; %}; int zoom_to_volumes() %code%{ RETVAL = THIS->zoom_to_volumes; %}; void set_layer_height_texture_data(unsigned int texture_id, unsigned int shader_id, PrintObject* print_object, float z_cursor_relative, float edit_band_width); void reset_layer_height_texture_data(); int object_idx() const; int volume_idx() const; int instance_idx() const; Clone origin() const %code%{ RETVAL = THIS->origin; %}; void translate(double x, double y, double z) %code%{ THIS->origin.translate(x, y, z); %}; Clone bounding_box() const %code%{ RETVAL = THIS->bounding_box; %}; Clone transformed_bounding_box() const; bool empty() const; bool indexed() const; void render() const; bool has_layer_height_texture(); int layer_height_texture_width(); int layer_height_texture_height(); int layer_height_texture_cells(); void* layer_height_texture_data_ptr_level0(); void* layer_height_texture_data_ptr_level1(); double layer_height_texture_z_to_row_id() const; void generate_layer_height_texture(PrintObject *print_object, bool force); }; %name{Slic3r::GUI::_3DScene::GLVolume::Collection} class GLVolumeCollection { GLVolumeCollection(); ~GLVolumeCollection(); std::vector load_object(ModelObject *object, int obj_idx, std::vector instance_idxs, std::string color_by, std::string select_by, std::string drag_by, bool use_VBOs); int load_wipe_tower_preview(int obj_idx, float pos_x, float pos_y, float width, float depth, float height, float rotation_angle, bool use_VBOs); void erase() %code{% THIS->clear(); %}; int count() %code{% RETVAL = THIS->volumes.size(); %}; std::vector get_current_print_zs(bool active_only) %code{% RETVAL = THIS->get_current_print_zs(active_only); %}; void set_range(double low, double high); void render_VBOs() const; void render_legacy() const; void finalize_geometry(bool use_VBOs); void release_geometry(); void set_print_box(float min_x, float min_y, float min_z, float max_x, float max_y, float max_z); bool check_outside_state(DynamicPrintConfig* config) %code%{ RETVAL = THIS->check_outside_state(config); %}; void reset_outside_state(); void update_colors_by_extruder(DynamicPrintConfig* config); bool move_volume_up(int idx) %code%{ if (idx > 0 && idx < int(THIS->volumes.size())) { std::swap(THIS->volumes[idx-1], THIS->volumes[idx]); std::swap(THIS->volumes[idx-1]->composite_id, THIS->volumes[idx]->composite_id); std::swap(THIS->volumes[idx-1]->select_group_id, THIS->volumes[idx]->select_group_id); std::swap(THIS->volumes[idx-1]->drag_group_id, THIS->volumes[idx]->drag_group_id); RETVAL = true; } else RETVAL = false; %}; bool move_volume_down(int idx) %code%{ if (idx >= 0 && idx + 1 < int(THIS->volumes.size())) { std::swap(THIS->volumes[idx+1], THIS->volumes[idx]); std::swap(THIS->volumes[idx+1]->composite_id, THIS->volumes[idx]->composite_id); std::swap(THIS->volumes[idx+1]->select_group_id, THIS->volumes[idx]->select_group_id); std::swap(THIS->volumes[idx+1]->drag_group_id, THIS->volumes[idx]->drag_group_id); RETVAL = true; } else RETVAL = false; %}; %{ SV* GLVolumeCollection::arrayref() CODE: AV* av = newAV(); av_fill(av, THIS->volumes.size()-1); int i = 0; for (GLVolume *v : THIS->volumes) { av_store(av, i++, perl_to_SV_ref(*v)); } RETVAL = newRV_noinc((SV*)av); OUTPUT: RETVAL %} }; %package{Slic3r::GUI::_3DScene}; %{ void init_gl() CODE: _3DScene::init_gl(); bool use_VBOs() CODE: RETVAL = _3DScene::use_VBOs(); OUTPUT: RETVAL bool add_canvas(canvas, context) SV *canvas; SV *context; CODE: RETVAL = _3DScene::add_canvas((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), (wxGLContext*)wxPli_sv_2_object(aTHX_ context, "Wx::GLContext")); OUTPUT: RETVAL bool remove_canvas(canvas) SV *canvas; CODE: RETVAL = _3DScene::remove_canvas((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); OUTPUT: RETVAL void remove_all_canvases() CODE: _3DScene::remove_all_canvases(); bool init(canvas, useVBOs) SV *canvas; bool useVBOs; CODE: RETVAL = _3DScene::init((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), useVBOs); OUTPUT: RETVAL bool is_dirty(canvas) SV *canvas; CODE: RETVAL = _3DScene::is_dirty((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); OUTPUT: RETVAL void set_dirty(canvas, dirty) SV *canvas; bool dirty; CODE: _3DScene::set_dirty((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), dirty); bool is_shown_on_screen(canvas) SV *canvas; CODE: RETVAL = _3DScene::is_shown_on_screen((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); OUTPUT: RETVAL void resize(canvas, w, h) SV *canvas; unsigned int w; unsigned int h; CODE: _3DScene::resize((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), w, h); GLVolumeCollection* get_volumes(canvas) SV *canvas; CODE: RETVAL = _3DScene::get_volumes((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); OUTPUT: RETVAL void set_volumes(canvas, volumes) SV *canvas; GLVolumeCollection *volumes; CODE: _3DScene::set_volumes((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), volumes); void reset_volumes(canvas) SV *canvas; CODE: _3DScene::reset_volumes((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); void deselect_volumes(canvas) SV *canvas; CODE: _3DScene::deselect_volumes((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); void select_volume(canvas, id) SV *canvas; unsigned int id; CODE: _3DScene::select_volume((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), id); DynamicPrintConfig* get_config(canvas) SV *canvas; CODE: RETVAL = _3DScene::get_config((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); OUTPUT: RETVAL void set_config(canvas, config) SV *canvas; DynamicPrintConfig *config; CODE: _3DScene::set_config((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), config); void set_bed_shape(canvas, shape) SV *canvas; Pointfs shape; CODE: _3DScene::set_bed_shape((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), shape); void set_auto_bed_shape(canvas) SV *canvas; CODE: _3DScene::set_auto_bed_shape((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); Clone get_bed_bounding_box(canvas) SV *canvas; CODE: RETVAL = _3DScene::get_bed_bounding_box((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); OUTPUT: RETVAL Clone get_volumes_bounding_box(canvas) SV *canvas; CODE: RETVAL = _3DScene::get_volumes_bounding_box((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); OUTPUT: RETVAL Clone get_max_bounding_box(canvas) SV *canvas; CODE: RETVAL = _3DScene::get_max_bounding_box((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); OUTPUT: RETVAL Clone get_axes_origin(canvas) SV *canvas; CODE: RETVAL = _3DScene::get_axes_origin((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); OUTPUT: RETVAL void set_axes_origin(canvas, origin) SV *canvas; Pointf3 *origin; CODE: _3DScene::set_axes_origin((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), origin); float get_axes_length(canvas) SV *canvas; CODE: RETVAL = _3DScene::get_axes_length((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); OUTPUT: RETVAL void set_axes_length(canvas, length) SV *canvas; float length; CODE: _3DScene::set_axes_length((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), length); void set_cutting_plane(canvas, z, polygons) SV *canvas; float z; ExPolygons polygons; CODE: _3DScene::set_cutting_plane((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), z, polygons); unsigned int get_camera_type(canvas) SV *canvas; CODE: RETVAL = _3DScene::get_camera_type((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); OUTPUT: RETVAL void set_camera_type(canvas, type) SV *canvas; unsigned int type; CODE: _3DScene::set_camera_type((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), type); std::string get_camera_type_as_string(canvas) SV *canvas; CODE: RETVAL = _3DScene::get_camera_type_as_string((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); OUTPUT: RETVAL float get_camera_zoom(canvas) SV *canvas; CODE: RETVAL = _3DScene::get_camera_zoom((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); OUTPUT: RETVAL void set_camera_zoom(canvas, zoom) SV *canvas; float zoom; CODE: _3DScene::set_camera_zoom((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), zoom); float get_camera_phi(canvas) SV *canvas; CODE: RETVAL = _3DScene::get_camera_phi((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); OUTPUT: RETVAL void set_camera_phi(canvas, phi) SV *canvas; float phi; CODE: _3DScene::set_camera_phi((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), phi); float get_camera_theta(canvas) SV *canvas; CODE: RETVAL = _3DScene::get_camera_theta((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); OUTPUT: RETVAL void set_camera_theta(canvas, theta) SV *canvas; float theta; CODE: _3DScene::set_camera_theta((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), theta); float get_camera_distance(canvas) SV *canvas; CODE: RETVAL = _3DScene::get_camera_distance((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); OUTPUT: RETVAL void set_camera_distance(canvas, distance) SV *canvas; float distance; CODE: _3DScene::set_camera_distance((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), distance); Clone get_camera_target(canvas) SV *canvas; CODE: RETVAL = _3DScene::get_camera_target((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); OUTPUT: RETVAL void set_camera_target(canvas, target) SV *canvas; Pointf3 *target; CODE: _3DScene::set_camera_target((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), target); bool is_layers_editing_enabled(canvas) SV *canvas; CODE: RETVAL = _3DScene::is_layers_editing_enabled((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); OUTPUT: RETVAL bool is_picking_enabled(canvas) SV *canvas; CODE: RETVAL = _3DScene::is_picking_enabled((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); OUTPUT: RETVAL bool is_multisample_allowed(canvas) SV *canvas; CODE: RETVAL = _3DScene::is_multisample_allowed((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); OUTPUT: RETVAL void enable_layers_editing(canvas, enable) SV *canvas; bool enable; CODE: _3DScene::enable_layers_editing((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), enable); void enable_warning_texture(canvas, enable) SV *canvas; bool enable; CODE: _3DScene::enable_warning_texture((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), enable); void enable_legend_texture(canvas, enable) SV *canvas; bool enable; CODE: _3DScene::enable_legend_texture((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), enable); void enable_picking(canvas, enable) SV *canvas; bool enable; CODE: _3DScene::enable_picking((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), enable); void enable_shader(canvas, enable) SV *canvas; bool enable; CODE: _3DScene::enable_shader((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), enable); void allow_multisample(canvas, allow) SV *canvas; bool allow; CODE: _3DScene::allow_multisample((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), allow); bool is_mouse_dragging(canvas) SV *canvas; CODE: RETVAL = _3DScene::is_mouse_dragging((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); OUTPUT: RETVAL void set_mouse_dragging(canvas, dragging) SV *canvas; bool dragging; CODE: _3DScene::set_mouse_dragging((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), dragging); Clone get_mouse_position(canvas) SV *canvas; CODE: RETVAL = _3DScene::get_mouse_position((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); OUTPUT: RETVAL void set_mouse_position(canvas, position) SV *canvas; Pointf *position; CODE: _3DScene::set_mouse_position((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), position); int get_hover_volume_id(canvas) SV *canvas; CODE: RETVAL = _3DScene::get_hover_volume_id((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); OUTPUT: RETVAL void set_hover_volume_id(canvas, id) SV *canvas; int id; CODE: _3DScene::set_hover_volume_id((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), id); unsigned int get_layers_editing_z_texture_id(canvas) SV *canvas; CODE: RETVAL = _3DScene::get_layers_editing_z_texture_id((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); OUTPUT: RETVAL Ref get_layers_editing_shader(canvas) SV *canvas; CODE: RETVAL = _3DScene::get_layers_editing_shader((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); OUTPUT: RETVAL void zoom_to_bed(canvas) SV *canvas; CODE: _3DScene::zoom_to_bed((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); void zoom_to_volumes(canvas) SV *canvas; CODE: _3DScene::zoom_to_volumes((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); void select_view(canvas, direction) SV *canvas; std::string direction; CODE: _3DScene::select_view((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), direction); bool start_using_shader(canvas) SV *canvas; CODE: RETVAL = _3DScene::start_using_shader((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); OUTPUT: RETVAL void stop_using_shader(canvas) SV *canvas; CODE: _3DScene::stop_using_shader((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); void picking_pass(canvas) SV *canvas; CODE: _3DScene::picking_pass((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); void render_background(canvas) SV *canvas; CODE: _3DScene::render_background((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); void render_bed(canvas) SV *canvas; CODE: _3DScene::render_bed((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); void render_axes(canvas) SV *canvas; CODE: _3DScene::render_axes((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); void render_volumes(canvas, fake_colors) SV *canvas; bool fake_colors; CODE: _3DScene::render_volumes((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), fake_colors); void render_objects(canvas, useVBOs) SV *canvas; bool useVBOs; CODE: _3DScene::render_objects((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), useVBOs); void render_cutting_plane(canvas) SV *canvas; CODE: _3DScene::render_cutting_plane((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); void render_warning_texture(canvas) SV *canvas; CODE: _3DScene::render_warning_texture((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); void render_legend_texture(canvas) SV *canvas; CODE: _3DScene::render_legend_texture((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas")); void render_layer_editing_textures(canvas, print_object) SV *canvas; PrintObject *print_object; CODE: _3DScene::render_layer_editing_textures((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), print_object); void render_texture(canvas, tex_id, left, right, bottom, top) SV *canvas; unsigned int tex_id; float left; float right; float bottom; float top; CODE: _3DScene::render_texture((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), tex_id, left, right, bottom, top); void register_on_viewport_changed_callback(canvas, callback) SV *canvas; SV *callback; CODE: _3DScene::register_on_viewport_changed_callback((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), (void*)callback); void register_on_mark_volumes_for_layer_height_callback(canvas, callback) SV *canvas; SV *callback; CODE: _3DScene::register_on_mark_volumes_for_layer_height_callback((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), (void*)callback); unsigned int finalize_legend_texture() CODE: RETVAL = _3DScene::finalize_legend_texture(); OUTPUT: RETVAL unsigned int get_legend_texture_width() CODE: RETVAL = _3DScene::get_legend_texture_width(); OUTPUT: RETVAL unsigned int get_legend_texture_height() CODE: RETVAL = _3DScene::get_legend_texture_height(); OUTPUT: RETVAL void reset_legend_texture() CODE: _3DScene::reset_legend_texture(); void generate_warning_texture(std::string msg) CODE: _3DScene::generate_warning_texture(msg); unsigned int finalize_warning_texture() CODE: RETVAL = _3DScene::finalize_warning_texture(); OUTPUT: RETVAL unsigned int get_warning_texture_width() CODE: RETVAL = _3DScene::get_warning_texture_width(); OUTPUT: RETVAL unsigned int get_warning_texture_height() CODE: RETVAL = _3DScene::get_warning_texture_height(); OUTPUT: RETVAL void reset_warning_texture() CODE: _3DScene::reset_warning_texture(); void _load_print_toolpaths(print, volumes, tool_colors, use_VBOs) Print *print; GLVolumeCollection *volumes; std::vector tool_colors; int use_VBOs; CODE: _3DScene::_load_print_toolpaths(print, volumes, tool_colors, use_VBOs != 0); void _load_print_object_toolpaths(print_object, volumes, tool_colors, use_VBOs) PrintObject *print_object; GLVolumeCollection *volumes; std::vector tool_colors; int use_VBOs; CODE: _3DScene::_load_print_object_toolpaths(print_object, volumes, tool_colors, use_VBOs != 0); void _load_wipe_tower_toolpaths(print, volumes, tool_colors, use_VBOs) Print *print; GLVolumeCollection *volumes; std::vector tool_colors; int use_VBOs; CODE: _3DScene::_load_wipe_tower_toolpaths(print, volumes, tool_colors, use_VBOs != 0); void load_gcode_preview(print, preview_data, volumes, str_tool_colors, use_VBOs) Print *print; GCodePreviewData *preview_data; GLVolumeCollection *volumes; std::vector str_tool_colors; int use_VBOs; CODE: _3DScene::load_gcode_preview(print, preview_data, volumes, str_tool_colors, use_VBOs != 0); %}