#ifndef slic3r_GLCanvas3D_hpp_ #define slic3r_GLCanvas3D_hpp_ #include #include "3DScene.hpp" #include "GLToolbar.hpp" #include "Event.hpp" #include class wxWindow; class wxSizeEvent; class wxIdleEvent; class wxKeyEvent; class wxMouseEvent; class wxTimerEvent; class wxPaintEvent; namespace Slic3r { class GLShader; class ExPolygon; namespace GUI { class GLGizmoBase; class GeometryBuffer { std::vector m_vertices; std::vector m_tex_coords; public: bool set_from_triangles(const Polygons& triangles, float z, bool generate_tex_coords); bool set_from_lines(const Lines& lines, float z); const float* get_vertices() const; const float* get_tex_coords() const; unsigned int get_vertices_count() const; }; class Size { int m_width; int m_height; public: Size(); Size(int width, int height); int get_width() const; void set_width(int width); int get_height() const; void set_height(int height); }; class Rect { float m_left; float m_top; float m_right; float m_bottom; public: Rect(); Rect(float left, float top, float right, float bottom); float get_left() const; void set_left(float left); float get_top() const; void set_top(float top); float get_right() const; void set_right(float right); float get_bottom() const; void set_bottom(float bottom); }; wxDECLARE_EVENT(EVT_GLCANVAS_OBJECT_SELECT, SimpleEvent); using Vec2dEvent = Event; template using Vec2dsEvent = ArrayEvent; using Vec3dEvent = Event; template using Vec3dsEvent = ArrayEvent; wxDECLARE_EVENT(EVT_GLCANVAS_SCHEDULE_BACKGROUND_PROCESS, SimpleEvent); wxDECLARE_EVENT(EVT_GLCANVAS_VIEWPORT_CHANGED, SimpleEvent); wxDECLARE_EVENT(EVT_GLCANVAS_RIGHT_CLICK, Vec2dEvent); wxDECLARE_EVENT(EVT_GLCANVAS_MODEL_UPDATE, SimpleEvent); wxDECLARE_EVENT(EVT_GLCANVAS_REMOVE_OBJECT, SimpleEvent); wxDECLARE_EVENT(EVT_GLCANVAS_ARRANGE, SimpleEvent); wxDECLARE_EVENT(EVT_GLCANVAS_INCREASE_INSTANCES, Event); // data: +1 => increase, -1 => decrease wxDECLARE_EVENT(EVT_GLCANVAS_INSTANCE_MOVED, SimpleEvent); wxDECLARE_EVENT(EVT_GLCANVAS_WIPETOWER_MOVED, Vec3dEvent); wxDECLARE_EVENT(EVT_GLCANVAS_ENABLE_ACTION_BUTTONS, Event); wxDECLARE_EVENT(EVT_GLCANVAS_UPDATE_GEOMETRY, Vec3dsEvent<2>); class GLCanvas3D { struct GCodePreviewVolumeIndex { enum EType { Extrusion, Travel, Retraction, Unretraction, Shell, Num_Geometry_Types }; struct FirstVolume { EType type; unsigned int flag; // Index of the first volume in a GLVolumeCollection. unsigned int id; FirstVolume(EType type, unsigned int flag, unsigned int id) : type(type), flag(flag), id(id) {} }; std::vector first_volumes; void reset() { first_volumes.clear(); } }; struct Camera { enum EType : unsigned char { Unknown, // Perspective, Ortho, Num_types }; EType type; float zoom; float phi; // float distance; Vec3d target; private: float m_theta; public: Camera(); std::string get_type_as_string() const; float get_theta() const; void set_theta(float theta); }; class Bed { public: enum EType : unsigned char { MK2, MK3, Custom, Num_Types }; private: EType m_type; Pointfs m_shape; BoundingBoxf3 m_bounding_box; Polygon m_polygon; GeometryBuffer m_triangles; GeometryBuffer m_gridlines; mutable GLTexture m_top_texture; mutable GLTexture m_bottom_texture; public: Bed(); bool is_prusa() const; bool is_custom() const; const Pointfs& get_shape() const; // Return true if the bed shape changed, so the calee will update the UI. bool set_shape(const Pointfs& shape); const BoundingBoxf3& get_bounding_box() const; bool contains(const Point& point) const; Point point_projection(const Point& point) const; void render(float theta) const; private: void _calc_bounding_box(); void _calc_triangles(const ExPolygon& poly); void _calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox); EType _detect_type() const; void _render_mk2(float theta) const; void _render_mk3(float theta) const; void _render_prusa(float theta) const; void _render_custom() const; static bool _are_equal(const Pointfs& bed_1, const Pointfs& bed_2); }; struct Axes { Vec3d origin; float length; Axes(); void render(bool depth_test) const; }; class CuttingPlane { float m_z; GeometryBuffer m_lines; public: CuttingPlane(); bool set(float z, const ExPolygons& polygons); void render(const BoundingBoxf3& bb) const; private: void _render_plane(const BoundingBoxf3& bb) const; void _render_contour() const; }; class Shader { GLShader* m_shader; public: Shader(); ~Shader(); bool init(const std::string& vertex_shader_filename, const std::string& fragment_shader_filename); bool is_initialized() const; bool start_using() const; void stop_using() const; void set_uniform(const std::string& name, float value) const; void set_uniform(const std::string& name, const float* matrix) const; const GLShader* get_shader() const; private: void _reset(); }; class LayersEditing { public: enum EState : unsigned char { Unknown, Editing, Completed, Num_States }; private: bool m_use_legacy_opengl; bool m_enabled; Shader m_shader; unsigned int m_z_texture_id; mutable GLTexture m_tooltip_texture; mutable GLTexture m_reset_texture; public: EState state; float band_width; float strength; int last_object_id; float last_z; unsigned int last_action; LayersEditing(); ~LayersEditing(); bool init(const std::string& vertex_shader_filename, const std::string& fragment_shader_filename); bool is_allowed() const; void set_use_legacy_opengl(bool use_legacy_opengl); bool is_enabled() const; void set_enabled(bool enabled); unsigned int get_z_texture_id() const; void render(const GLCanvas3D& canvas, const PrintObject& print_object, const GLVolume& volume) const; int get_shader_program_id() const; static float get_cursor_z_relative(const GLCanvas3D& canvas); static bool bar_rect_contains(const GLCanvas3D& canvas, float x, float y); static bool reset_rect_contains(const GLCanvas3D& canvas, float x, float y); static Rect get_bar_rect_screen(const GLCanvas3D& canvas); static Rect get_reset_rect_screen(const GLCanvas3D& canvas); static Rect get_bar_rect_viewport(const GLCanvas3D& canvas); static Rect get_reset_rect_viewport(const GLCanvas3D& canvas); private: bool _is_initialized() const; void _render_tooltip_texture(const GLCanvas3D& canvas, const Rect& bar_rect, const Rect& reset_rect) const; void _render_reset_texture(const Rect& reset_rect) const; void _render_active_object_annotations(const GLCanvas3D& canvas, const GLVolume& volume, const PrintObject& print_object, const Rect& bar_rect) const; void _render_profile(const PrintObject& print_object, const Rect& bar_rect) const; }; struct Mouse { struct Drag { static const Point Invalid_2D_Point; static const Vec3d Invalid_3D_Point; Point start_position_2D; Vec3d start_position_3D; int move_volume_idx; public: Drag(); }; bool dragging; Vec2d position; Drag drag; #if ENABLE_GIZMOS_RESET bool ignore_up_event; #endif // ENABLE_GIZMOS_RESET Mouse(); void set_start_position_2D_as_invalid(); void set_start_position_3D_as_invalid(); bool is_start_position_2D_defined() const; bool is_start_position_3D_defined() const; }; public: class Selection { public: typedef std::set IndicesList; enum EMode : unsigned char { #if ENABLE_MODELVOLUME_TRANSFORM Volume, Instance #else Volume, Instance, Object #endif // ENABLE_MODELVOLUME_TRANSFORM }; enum EType : unsigned char { Invalid, Empty, WipeTower, SingleModifier, MultipleModifier, SingleVolume, MultipleVolume, SingleFullObject, SingleFullInstance, MultipleFullInstance, Mixed }; private: struct VolumeCache { private: #if ENABLE_MODELVOLUME_TRANSFORM struct TransformCache { Vec3d position; Vec3d rotation; Vec3d scaling_factor; Transform3d rotation_matrix; Transform3d scale_matrix; TransformCache(); explicit TransformCache(const Geometry::Transformation& transform); }; TransformCache m_volume; TransformCache m_instance; #else Vec3d m_position; Vec3d m_rotation; Vec3d m_scaling_factor; Transform3d m_rotation_matrix; Transform3d m_scale_matrix; #endif // ENABLE_MODELVOLUME_TRANSFORM public: #if ENABLE_MODELVOLUME_TRANSFORM VolumeCache() {} VolumeCache(const Geometry::Transformation& volume_transform, const Geometry::Transformation& instance_transform); #else VolumeCache(); VolumeCache(const Vec3d& position, const Vec3d& rotation, const Vec3d& scaling_factor); #endif // ENABLE_MODELVOLUME_TRANSFORM #if ENABLE_MODELVOLUME_TRANSFORM const Vec3d& get_volume_position() const { return m_volume.position; } const Vec3d& get_volume_rotation() const { return m_volume.rotation; } const Vec3d& get_volume_scaling_factor() const { return m_volume.scaling_factor; } const Transform3d& get_volume_rotation_matrix() const { return m_volume.rotation_matrix; } const Transform3d& get_volume_scale_matrix() const { return m_volume.scale_matrix; } const Vec3d& get_instance_position() const { return m_instance.position; } const Vec3d& get_instance_rotation() const { return m_instance.rotation; } const Vec3d& get_instance_scaling_factor() const { return m_instance.scaling_factor; } const Transform3d& get_instance_rotation_matrix() const { return m_instance.rotation_matrix; } const Transform3d& get_instance_scale_matrix() const { return m_instance.scale_matrix; } #else const Vec3d& get_position() const { return m_position; } const Vec3d& get_rotation() const { return m_rotation; } const Vec3d& get_scaling_factor() const { return m_scaling_factor; } const Transform3d& get_rotation_matrix() const { return m_rotation_matrix; } const Transform3d& get_scale_matrix() const { return m_scale_matrix; } #endif // ENABLE_MODELVOLUME_TRANSFORM }; typedef std::map VolumesCache; typedef std::set InstanceIdxsList; typedef std::map ObjectIdxsToInstanceIdxsMap; struct Cache { VolumesCache volumes_data; Vec3d dragging_center; ObjectIdxsToInstanceIdxsMap content; }; GLVolumePtrs* m_volumes; Model* m_model; bool m_valid; EMode m_mode; EType m_type; IndicesList m_list; Cache m_cache; mutable BoundingBoxf3 m_bounding_box; mutable bool m_bounding_box_dirty; public: Selection(); void set_volumes(GLVolumePtrs* volumes); void set_model(Model* model); EMode get_mode() const { return m_mode; } void set_mode(EMode mode) { m_mode = mode; } void add(unsigned int volume_idx, bool as_single_selection = true); void remove(unsigned int volume_idx); void add_object(unsigned int object_idx, bool as_single_selection = true); void remove_object(unsigned int object_idx); void add_instance(unsigned int object_idx, unsigned int instance_idx, bool as_single_selection = true); void remove_instance(unsigned int object_idx, unsigned int instance_idx); void add_volume(unsigned int object_idx, unsigned int volume_idx, int instance_idx, bool as_single_selection = true); void remove_volume(unsigned int object_idx, unsigned int volume_idx); void clear(); bool is_empty() const { return m_type == Empty; } bool is_wipe_tower() const { return m_type == WipeTower; } bool is_modifier() const { return (m_type == SingleModifier) || (m_type == MultipleModifier); } bool is_single_full_instance() const; bool is_multiple_full_instance() const { return m_type == MultipleFullInstance; } bool is_single_full_object() const { return m_type == SingleFullObject; } bool is_single_volume() const { return m_type == SingleVolume; } bool is_multiple_volume() const { return m_type == MultipleVolume; } bool is_mixed() const { return m_type == Mixed; } bool is_from_single_instance() const { return get_instance_idx() != -1; } bool is_from_single_object() const { return get_object_idx() != -1; } bool contains_volume(unsigned int volume_idx) const { return std::find(m_list.begin(), m_list.end(), volume_idx) != m_list.end(); } // Returns the the object id if the selection is from a single object, otherwise is -1 int get_object_idx() const; // Returns the instance id if the selection is from a single object and from a single instance, otherwise is -1 int get_instance_idx() const; // Returns the indices of selected instances. // Can only be called if selection is from a single object. const InstanceIdxsList& get_instance_idxs() const; const IndicesList& get_volume_idxs() const { return m_list; } const GLVolume* get_volume(unsigned int volume_idx) const; unsigned int volumes_count() const { return (unsigned int)m_list.size(); } const BoundingBoxf3& get_bounding_box() const; void start_dragging(); void translate(const Vec3d& displacement); void rotate(const Vec3d& rotation); void flattening_rotate(const Vec3d& normal); void scale(const Vec3d& scale); void mirror(Axis axis); void translate(unsigned int object_idx, const Vec3d& displacement); void translate(unsigned int object_idx, unsigned int instance_idx, const Vec3d& displacement); void render() const; private: void _update_valid(); void _update_type(); void _set_caches(); void _add_volume(unsigned int volume_idx); void _add_instance(unsigned int object_idx, unsigned int instance_idx); void _add_object(unsigned int object_idx); void _remove_volume(unsigned int volume_idx); void _remove_instance(unsigned int object_idx, unsigned int instance_idx); void _remove_object(unsigned int object_idx); void _calc_bounding_box() const; void _render_selected_volumes() const; void _render_synchronized_volumes() const; void _render_bounding_box(const BoundingBoxf3& box, float* color) const; void _synchronize_unselected_instances(); void _synchronize_unselected_volumes(); }; private: class Gizmos { static const float OverlayTexturesScale; static const float OverlayOffsetX; static const float OverlayGapY; public: enum EType : unsigned char { Undefined, Move, Scale, Rotate, Flatten, SlaSupports, Num_Types }; private: bool m_enabled; typedef std::map GizmosMap; GizmosMap m_gizmos; EType m_current; public: Gizmos(); ~Gizmos(); bool init(GLCanvas3D& parent); bool is_enabled() const; void set_enabled(bool enable); std::string update_hover_state(const GLCanvas3D& canvas, const Vec2d& mouse_pos, const Selection& selection); void update_on_off_state(const GLCanvas3D& canvas, const Vec2d& mouse_pos, const Selection& selection); void update_on_off_state(const Selection& selection); void reset_all_states(); void set_hover_id(int id); void enable_grabber(EType type, unsigned int id, bool enable); bool overlay_contains_mouse(const GLCanvas3D& canvas, const Vec2d& mouse_pos) const; bool grabber_contains_mouse() const; void update(const Linef3& mouse_ray, const Point* mouse_pos = nullptr); #if ENABLE_GIZMOS_RESET void process_double_click(); #endif // ENABLE_GIZMOS_RESET Rect get_reset_rect_viewport(const GLCanvas3D& canvas) const; EType get_current_type() const; bool is_running() const; bool is_dragging() const; void start_dragging(const Selection& selection); void stop_dragging(); Vec3d get_displacement() const; Vec3d get_scale() const; void set_scale(const Vec3d& scale); Vec3d get_rotation() const; void set_rotation(const Vec3d& rotation); Vec3d get_flattening_normal() const; void set_flattening_data(const ModelObject* model_object); void set_model_object_ptr(ModelObject* model_object); void clicked_on_object(const Vec2d& mouse_position); void delete_current_grabber(bool delete_all = false); void render_current_gizmo(const Selection& selection) const; void render_current_gizmo_for_picking_pass(const Selection& selection) const; void render_overlay(const GLCanvas3D& canvas) const; private: void _reset(); void _render_overlay(const GLCanvas3D& canvas) const; void _render_current_gizmo(const Selection& selection) const; float _get_total_overlay_height() const; GLGizmoBase* _get_current() const; }; class WarningTexture : public GUI::GLTexture { static const unsigned char Background_Color[3]; static const unsigned char Opacity; int m_original_width; int m_original_height; public: WarningTexture(); bool generate(const std::string& msg); void render(const GLCanvas3D& canvas) const; }; class LegendTexture : public GUI::GLTexture { static const int Px_Title_Offset = 5; static const int Px_Text_Offset = 5; static const int Px_Square = 20; static const int Px_Square_Contour = 1; static const int Px_Border = Px_Square / 2; static const unsigned char Squares_Border_Color[3]; static const unsigned char Background_Color[3]; static const unsigned char Opacity; int m_original_width; int m_original_height; public: LegendTexture(); bool generate(const GCodePreviewData& preview_data, const std::vector& tool_colors); void render(const GLCanvas3D& canvas) const; }; wxGLCanvas* m_canvas; wxGLContext* m_context; LegendTexture m_legend_texture; WarningTexture m_warning_texture; wxTimer m_timer; Camera m_camera; Bed m_bed; Axes m_axes; CuttingPlane m_cutting_plane; LayersEditing m_layers_editing; Shader m_shader; Mouse m_mouse; mutable Gizmos m_gizmos; mutable GLToolbar m_toolbar; mutable GLVolumeCollection m_volumes; Selection m_selection; DynamicPrintConfig* m_config; Print* m_print; Model* m_model; bool m_dirty; bool m_initialized; bool m_use_VBOs; bool m_force_zoom_to_bed_enabled; bool m_apply_zoom_to_volumes_filter; mutable int m_hover_volume_id; bool m_toolbar_action_running; bool m_warning_texture_enabled; bool m_legend_texture_enabled; bool m_picking_enabled; bool m_moving_enabled; bool m_shader_enabled; bool m_dynamic_background_enabled; bool m_multisample_allowed; bool m_regenerate_volumes; std::string m_color_by; bool m_reload_delayed; GCodePreviewVolumeIndex m_gcode_preview_volume_index; void post_event(wxEvent &&event); void viewport_changed(); public: GLCanvas3D(wxGLCanvas* canvas); ~GLCanvas3D(); #if ENABLE_USE_UNIQUE_GLCONTEXT void set_context(wxGLContext* context) { m_context = context; } #endif // ENABLE_USE_UNIQUE_GLCONTEXT wxGLCanvas* get_wxglcanvas() { return m_canvas; } bool init(bool useVBOs, bool use_legacy_opengl); #if !ENABLE_USE_UNIQUE_GLCONTEXT bool set_current(); #endif // !ENABLE_USE_UNIQUE_GLCONTEXT void set_as_dirty(); unsigned int get_volumes_count() const; void reset_volumes(); int check_volumes_outside_state(const DynamicPrintConfig* config) const; bool move_volume_up(unsigned int id); bool move_volume_down(unsigned int id); void set_config(DynamicPrintConfig* config); void set_print(Print* print); void set_model(Model* model); const Selection& get_selection() const { return m_selection; } Selection& get_selection() { return m_selection; } // Set the bed shape to a single closed 2D polygon(array of two element arrays), // triangulate the bed and store the triangles into m_bed.m_triangles, // fills the m_bed.m_grid_lines and sets m_bed.m_origin. // Sets m_bed.m_polygon to limit the object placement. void set_bed_shape(const Pointfs& shape); // Used by ObjectCutDialog and ObjectPartsPanel to generate a rectangular ground plane to support the scene objects. void set_auto_bed_shape(); void set_axes_length(float length); void set_cutting_plane(float z, const ExPolygons& polygons); void set_color_by(const std::string& value); float get_camera_zoom() const; BoundingBoxf3 volumes_bounding_box() const; bool is_layers_editing_enabled() const; bool is_layers_editing_allowed() const; bool is_shader_enabled() const; bool is_reload_delayed() const; void enable_layers_editing(bool enable); void enable_warning_texture(bool enable); void enable_legend_texture(bool enable); void enable_picking(bool enable); void enable_moving(bool enable); void enable_gizmos(bool enable); void enable_toolbar(bool enable); void enable_shader(bool enable); void enable_force_zoom_to_bed(bool enable); void enable_dynamic_background(bool enable); void allow_multisample(bool allow); void enable_toolbar_item(const std::string& name, bool enable); bool is_toolbar_item_pressed(const std::string& name) const; void zoom_to_bed(); void zoom_to_volumes(); #if ENABLE_MODIFIED_CAMERA_TARGET void zoom_to_selection(); #endif // ENABLE_MODIFIED_CAMERA_TARGET void select_view(const std::string& direction); void set_viewport_from_scene(const GLCanvas3D& other); void update_volumes_colors_by_extruder(); Rect get_gizmo_reset_rect(const GLCanvas3D& canvas, bool viewport) const; bool gizmo_reset_rect_contains(const GLCanvas3D& canvas, float x, float y) const; void render(); std::vector get_current_print_zs(bool active_only) const; void set_toolpaths_range(double low, double high); std::vector load_object(const ModelObject& model_object, int obj_idx, std::vector instance_idxs); std::vector load_object(const Model& model, int obj_idx); int get_first_volume_id(int obj_idx) const; int get_in_object_volume_id(int scene_vol_idx) const; void mirror_selection(Axis axis); void reload_scene(bool force); void load_gcode_preview(const GCodePreviewData& preview_data, const std::vector& str_tool_colors); void load_preview(const std::vector& str_tool_colors); void bind_event_handlers(); void unbind_event_handlers(); void on_size(wxSizeEvent& evt); void on_idle(wxIdleEvent& evt); void on_char(wxKeyEvent& evt); void on_mouse_wheel(wxMouseEvent& evt); void on_timer(wxTimerEvent& evt); void on_mouse(wxMouseEvent& evt); void on_paint(wxPaintEvent& evt); void on_key_down(wxKeyEvent& evt); Size get_canvas_size() const; Point get_local_mouse_position() const; void reset_legend_texture(); void set_tooltip(const std::string& tooltip) const; private: bool _is_shown_on_screen() const; void _force_zoom_to_bed(); bool _init_toolbar(); #if ENABLE_USE_UNIQUE_GLCONTEXT bool _set_current(); #endif // ENABLE_USE_UNIQUE_GLCONTEXT void _resize(unsigned int w, unsigned int h); BoundingBoxf3 _max_bounding_box() const; void _zoom_to_bounding_box(const BoundingBoxf3& bbox); float _get_zoom_to_bounding_box_factor(const BoundingBoxf3& bbox) const; void _mark_volumes_for_layer_height() const; void _refresh_if_shown_on_screen(); void _camera_tranform() const; void _picking_pass() const; void _render_background() const; void _render_bed(float theta) const; void _render_axes(bool depth_test) const; void _render_objects() const; void _render_selection() const; void _render_cutting_plane() const; void _render_warning_texture() const; void _render_legend_texture() const; void _render_layer_editing_overlay() const; void _render_volumes(bool fake_colors) const; void _render_current_gizmo() const; void _render_gizmos_overlay() const; void _render_toolbar() const; #if ENABLE_SHOW_CAMERA_TARGET void _render_camera_target() const; #endif // ENABLE_SHOW_CAMERA_TARGET void _update_volumes_hover_state() const; void _update_gizmos_data(); float _get_layers_editing_cursor_z_relative() const; void _perform_layer_editing_action(wxMouseEvent* evt = nullptr); // Convert the screen space coordinate to an object space coordinate. // If the Z screen space coordinate is not provided, a depth buffer value is substituted. Vec3d _mouse_to_3d(const Point& mouse_pos, float* z = nullptr); // Convert the screen space coordinate to world coordinate on the bed. Vec3d _mouse_to_bed_3d(const Point& mouse_pos); // Returns the view ray line, in world coordinate, at the given mouse position. Linef3 mouse_ray(const Point& mouse_pos); void _start_timer(); void _stop_timer(); // Create 3D thick extrusion lines for a skirt and brim. // Adds a new Slic3r::GUI::3DScene::Volume to volumes. void _load_print_toolpaths(); // Create 3D thick extrusion lines for object forming extrusions. // Adds a new Slic3r::GUI::3DScene::Volume to $self->volumes, // one for perimeters, one for infill and one for supports. void _load_print_object_toolpaths(const PrintObject& print_object, const std::vector& str_tool_colors); // Create 3D thick extrusion lines for wipe tower extrusions void _load_wipe_tower_toolpaths(const std::vector& str_tool_colors); // generates gcode extrusion paths geometry void _load_gcode_extrusion_paths(const GCodePreviewData& preview_data, const std::vector& tool_colors); // generates gcode travel paths geometry void _load_gcode_travel_paths(const GCodePreviewData& preview_data, const std::vector& tool_colors); bool _travel_paths_by_type(const GCodePreviewData& preview_data); bool _travel_paths_by_feedrate(const GCodePreviewData& preview_data); bool _travel_paths_by_tool(const GCodePreviewData& preview_data, const std::vector& tool_colors); // generates gcode retractions geometry void _load_gcode_retractions(const GCodePreviewData& preview_data); // generates gcode unretractions geometry void _load_gcode_unretractions(const GCodePreviewData& preview_data); // generates objects and wipe tower geometry void _load_shells(); // sets gcode geometry visibility according to user selection void _update_gcode_volumes_visibility(const GCodePreviewData& preview_data); void _update_toolpath_volumes_outside_state(); void _show_warning_texture_if_needed(); void _on_move(); void _on_rotate(); void _on_scale(); void _on_flatten(); void _on_mirror(); // generates the legend texture in dependence of the current shown view type void _generate_legend_texture(const GCodePreviewData& preview_data, const std::vector& tool_colors); // generates a warning texture containing the given message void _generate_warning_texture(const std::string& msg); void _reset_warning_texture(); bool _is_any_volume_outside() const; void _resize_toolbar() const; static std::vector _parse_colors(const std::vector& colors); }; } // namespace GUI } // namespace Slic3r #endif // slic3r_GLCanvas3D_hpp_