#ifndef slic3r_3DScene_hpp_ #define slic3r_3DScene_hpp_ #include "../../libslic3r/libslic3r.h" #include "../../libslic3r/Point.hpp" #include "../../libslic3r/Line.hpp" #include "../../libslic3r/TriangleMesh.hpp" namespace Slic3r { class Print; class PrintObject; class Model; class ModelObject; class GLVertexArray { public: GLVertexArray() {} GLVertexArray(const GLVertexArray &rhs) : verts(rhs.verts), norms(rhs.norms) {} GLVertexArray(GLVertexArray &&rhs) : verts(std::move(rhs.verts)), norms(std::move(rhs.norms)) {} GLVertexArray& operator=(const GLVertexArray &rhs) { verts = rhs.verts; norms = rhs.norms; return *this; } GLVertexArray& operator=(GLVertexArray &&rhs) { verts = std::move(rhs.verts); norms = std::move(rhs.norms); return *this; } std::vector verts, norms; void reserve(size_t len) { this->verts.reserve(len); this->norms.reserve(len); }; void reserve_more(size_t len) { len += this->verts.size(); this->reserve(len); }; void push_vert(const Pointf3 &point) { this->verts.push_back(point.x); this->verts.push_back(point.y); this->verts.push_back(point.z); }; void push_vert(float x, float y, float z) { this->verts.push_back(x); this->verts.push_back(y); this->verts.push_back(z); }; void push_norm(const Pointf3 &point) { this->norms.push_back(point.x); this->norms.push_back(point.y); this->norms.push_back(point.z); }; void push_norm(float x, float y, float z) { this->norms.push_back(x); this->norms.push_back(y); this->norms.push_back(z); }; void load_mesh(const TriangleMesh &mesh); size_t size() const { return verts.size(); } bool empty() const { return verts.empty(); } void shrink_to_fit() { this->verts.shrink_to_fit(); this->norms.shrink_to_fit(); } BoundingBoxf3 bounding_box() const { BoundingBoxf3 bbox; if (! this->verts.empty()) { bbox.min.x = bbox.max.x = this->verts[0]; bbox.min.y = bbox.max.y = this->verts[1]; bbox.min.z = bbox.max.z = this->verts[2]; for (size_t i = 3; i < this->verts.size(); i += 3) { bbox.min.x = std::min(bbox.min.x, this->verts[i + 0]); bbox.min.y = std::min(bbox.min.y, this->verts[i + 1]); bbox.min.z = std::min(bbox.min.z, this->verts[i + 2]); bbox.max.x = std::max(bbox.max.x, this->verts[i + 0]); bbox.max.y = std::max(bbox.max.y, this->verts[i + 1]); bbox.max.z = std::max(bbox.max.z, this->verts[i + 2]); } } return bbox; } }; class GLTexture { public: GLTexture() : width(0), height(0), levels(0), cells(0) {} // Texture data std::vector data; // Width of the texture, top level. size_t width; // Height of the texture, top level. size_t height; // For how many levels of detail is the data allocated? size_t levels; // Number of texture cells allocated for the height texture. size_t cells; }; class GLVolume { public: GLVolume(float r = 1.f, float g = 1.f, float b = 1.f, float a = 1.f) : composite_id(-1), select_group_id(-1), drag_group_id(-1), selected(false), hover(false), qverts_range(0, size_t(-1)), tverts_range(0, size_t(-1)) { color[0] = r; color[1] = g; color[2] = b; color[3] = a; } GLVolume(const float *rgba) : GLVolume(rgba[0], rgba[1], rgba[2], rgba[3]) {} std::vector load_object( const ModelObject *model_object, const std::vector &instance_idxs, const std::string &color_by, const std::string &select_by, const std::string &drag_by); // Bounding box of this volume, in unscaled coordinates. BoundingBoxf3 bounding_box; // Offset of the volume to be rendered. Pointf3 origin; // Color of the triangles / quads held by this volume. float color[4]; // An ID containing the object ID, volume ID and instance ID. int composite_id; // An ID for group selection. It may be the same for all meshes of all object instances, or for just a single object instance. int select_group_id; // An ID for group dragging. It may be the same for all meshes of all object instances, or for just a single object instance. int drag_group_id; // Is this object selected? bool selected; // Boolean: Is mouse over this object? bool hover; // Geometric data. // Quad vertices. GLVertexArray qverts; std::pair qverts_range; // Triangle vertices. GLVertexArray tverts; std::pair tverts_range; // 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 print_zs; std::vector offsets; int object_idx() const { return this->composite_id / 1000000; } int volume_idx() const { return (this->composite_id / 1000) % 1000; } int instance_idx() const { return this->composite_id % 1000; } BoundingBoxf3 transformed_bounding_box() const { BoundingBoxf3 bb = this->bounding_box; bb.translate(this->origin); return bb; } bool empty() const { return qverts.size() < 4 && tverts.size() < 3; } void set_range(coordf_t low, coordf_t high); void* qverts_to_render_ptr() { return qverts.verts.data() + qverts_range.first; } void* qnorms_to_render_ptr() { return qverts.norms.data() + qverts_range.first; } size_t qverts_to_render_cnt() { return std::min(qverts.verts.size(), qverts_range.second - qverts_range.first); } void* tverts_to_render_ptr() { return tverts.verts.data() + tverts_range.first; } 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); } std::shared_ptr layer_height_texture; bool has_layer_height_texture() const { return this->layer_height_texture.get() != nullptr; } size_t layer_height_texture_width() const { return (this->layer_height_texture.get() == nullptr) ? 0 : this->layer_height_texture->width; } size_t layer_height_texture_height() const { return (this->layer_height_texture.get() == nullptr) ? 0 : this->layer_height_texture->height; } size_t layer_height_texture_cells() const { return (this->layer_height_texture.get() == nullptr) ? 0 : this->layer_height_texture->cells; } void* layer_height_texture_data_ptr_level0() { return (layer_height_texture.get() == nullptr) ? 0 : (void*)layer_height_texture->data.data(); } void* layer_height_texture_data_ptr_level1() { return (layer_height_texture.get() == nullptr) ? 0 : (void*)(layer_height_texture->data.data() + layer_height_texture->width * layer_height_texture->height * 4); } double layer_height_texture_z_to_row_id() const { return (this->layer_height_texture.get() == nullptr) ? 0. : double(this->layer_height_texture->cells - 1) / (double(this->layer_height_texture->width) * bounding_box.max.z); } void generate_layer_height_texture(PrintObject *print_object, bool force); }; class GLVolumeCollection { public: std::vector volumes; GLVolumeCollection() {}; ~GLVolumeCollection() { clear(); }; std::vector load_object( const ModelObject *model_object, int obj_idx, const std::vector &instance_idxs, const std::string &color_by, const std::string &select_by, const std::string &drag_by); 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); } }; class _3DScene { public: static void _load_print_toolpaths( const Print *print, GLVolumeCollection *volumes); static void _load_print_object_toolpaths( const PrintObject *print_object, GLVolumeCollection *volumes); }; } #endif