607 lines
27 KiB
C++
607 lines
27 KiB
C++
#ifndef slic3r_3DScene_hpp_
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#define slic3r_3DScene_hpp_
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#include "../../libslic3r/libslic3r.h"
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#include "../../libslic3r/Point.hpp"
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#include "../../libslic3r/Line.hpp"
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#include "../../libslic3r/TriangleMesh.hpp"
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#include "../../libslic3r/Utils.hpp"
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#include "../../libslic3r/Model.hpp"
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#include "../../slic3r/GUI/GLCanvas3DManager.hpp"
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class wxBitmap;
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class wxWindow;
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namespace Slic3r {
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class Print;
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class PrintObject;
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class Model;
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class ModelObject;
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class GCodePreviewData;
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class DynamicPrintConfig;
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class ExtrusionPath;
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class ExtrusionMultiPath;
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class ExtrusionLoop;
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class ExtrusionEntity;
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class ExtrusionEntityCollection;
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// A container for interleaved arrays of 3D vertices and normals,
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// possibly indexed by triangles and / or quads.
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class GLIndexedVertexArray {
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public:
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GLIndexedVertexArray() :
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vertices_and_normals_interleaved_VBO_id(0),
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triangle_indices_VBO_id(0),
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quad_indices_VBO_id(0)
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{ this->setup_sizes(); }
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GLIndexedVertexArray(const GLIndexedVertexArray &rhs) :
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vertices_and_normals_interleaved(rhs.vertices_and_normals_interleaved),
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triangle_indices(rhs.triangle_indices),
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quad_indices(rhs.quad_indices),
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vertices_and_normals_interleaved_VBO_id(0),
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triangle_indices_VBO_id(0),
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quad_indices_VBO_id(0)
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{ this->setup_sizes(); }
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GLIndexedVertexArray(GLIndexedVertexArray &&rhs) :
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vertices_and_normals_interleaved(std::move(rhs.vertices_and_normals_interleaved)),
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triangle_indices(std::move(rhs.triangle_indices)),
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quad_indices(std::move(rhs.quad_indices)),
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vertices_and_normals_interleaved_VBO_id(0),
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triangle_indices_VBO_id(0),
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quad_indices_VBO_id(0)
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{ this->setup_sizes(); }
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GLIndexedVertexArray& operator=(const GLIndexedVertexArray &rhs)
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{
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assert(vertices_and_normals_interleaved_VBO_id == 0);
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assert(triangle_indices_VBO_id == 0);
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assert(triangle_indices_VBO_id == 0);
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this->vertices_and_normals_interleaved = rhs.vertices_and_normals_interleaved;
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this->triangle_indices = rhs.triangle_indices;
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this->quad_indices = rhs.quad_indices;
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this->setup_sizes();
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return *this;
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}
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GLIndexedVertexArray& operator=(GLIndexedVertexArray &&rhs)
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{
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assert(vertices_and_normals_interleaved_VBO_id == 0);
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assert(triangle_indices_VBO_id == 0);
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assert(triangle_indices_VBO_id == 0);
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this->vertices_and_normals_interleaved = std::move(rhs.vertices_and_normals_interleaved);
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this->triangle_indices = std::move(rhs.triangle_indices);
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this->quad_indices = std::move(rhs.quad_indices);
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this->setup_sizes();
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return *this;
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}
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// Vertices and their normals, interleaved to be used by void glInterleavedArrays(GL_N3F_V3F, 0, x)
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std::vector<float> vertices_and_normals_interleaved;
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std::vector<int> triangle_indices;
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std::vector<int> quad_indices;
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// When the geometry data is loaded into the graphics card as Vertex Buffer Objects,
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// the above mentioned std::vectors are cleared and the following variables keep their original length.
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size_t vertices_and_normals_interleaved_size;
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size_t triangle_indices_size;
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size_t quad_indices_size;
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// IDs of the Vertex Array Objects, into which the geometry has been loaded.
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// Zero if the VBOs are not used.
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unsigned int vertices_and_normals_interleaved_VBO_id;
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unsigned int triangle_indices_VBO_id;
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unsigned int quad_indices_VBO_id;
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void load_mesh_flat_shading(const TriangleMesh &mesh);
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void load_mesh_full_shading(const TriangleMesh &mesh);
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inline bool has_VBOs() const { return vertices_and_normals_interleaved_VBO_id != 0; }
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inline void reserve(size_t sz) {
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this->vertices_and_normals_interleaved.reserve(sz * 6);
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this->triangle_indices.reserve(sz * 3);
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this->quad_indices.reserve(sz * 4);
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}
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inline void push_geometry(float x, float y, float z, float nx, float ny, float nz) {
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if (this->vertices_and_normals_interleaved.size() + 6 > this->vertices_and_normals_interleaved.capacity())
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this->vertices_and_normals_interleaved.reserve(next_highest_power_of_2(this->vertices_and_normals_interleaved.size() + 6));
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this->vertices_and_normals_interleaved.push_back(nx);
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this->vertices_and_normals_interleaved.push_back(ny);
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this->vertices_and_normals_interleaved.push_back(nz);
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this->vertices_and_normals_interleaved.push_back(x);
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this->vertices_and_normals_interleaved.push_back(y);
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this->vertices_and_normals_interleaved.push_back(z);
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};
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inline void push_geometry(double x, double y, double z, double nx, double ny, double nz) {
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push_geometry(float(x), float(y), float(z), float(nx), float(ny), float(nz));
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}
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inline void push_geometry(const Vec3d& p, const Vec3d& n) {
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push_geometry(p(0), p(1), p(2), n(0), n(1), n(2));
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}
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inline void push_triangle(int idx1, int idx2, int idx3) {
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if (this->triangle_indices.size() + 3 > this->vertices_and_normals_interleaved.capacity())
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this->triangle_indices.reserve(next_highest_power_of_2(this->triangle_indices.size() + 3));
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this->triangle_indices.push_back(idx1);
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this->triangle_indices.push_back(idx2);
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this->triangle_indices.push_back(idx3);
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};
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inline void push_quad(int idx1, int idx2, int idx3, int idx4) {
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if (this->quad_indices.size() + 4 > this->vertices_and_normals_interleaved.capacity())
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this->quad_indices.reserve(next_highest_power_of_2(this->quad_indices.size() + 4));
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this->quad_indices.push_back(idx1);
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this->quad_indices.push_back(idx2);
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this->quad_indices.push_back(idx3);
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this->quad_indices.push_back(idx4);
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};
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// Finalize the initialization of the geometry & indices,
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// upload the geometry and indices to OpenGL VBO objects
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// and shrink the allocated data, possibly relasing it if it has been loaded into the VBOs.
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void finalize_geometry(bool use_VBOs);
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// Release the geometry data, release OpenGL VBOs.
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void release_geometry();
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// Render either using an immediate mode, or the VBOs.
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void render() const;
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void render(const std::pair<size_t, size_t> &tverts_range, const std::pair<size_t, size_t> &qverts_range) const;
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// Is there any geometry data stored?
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bool empty() const { return vertices_and_normals_interleaved_size == 0; }
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// Is this object indexed, or is it just a set of triangles?
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bool indexed() const { return ! this->empty() && this->triangle_indices_size + this->quad_indices_size > 0; }
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void clear() {
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this->vertices_and_normals_interleaved.clear();
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this->triangle_indices.clear();
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this->quad_indices.clear();
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this->setup_sizes();
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}
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// Shrink the internal storage to tighly fit the data stored.
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void shrink_to_fit() {
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if (! this->has_VBOs())
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this->setup_sizes();
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this->vertices_and_normals_interleaved.shrink_to_fit();
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this->triangle_indices.shrink_to_fit();
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this->quad_indices.shrink_to_fit();
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}
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BoundingBoxf3 bounding_box() const {
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BoundingBoxf3 bbox;
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if (! this->vertices_and_normals_interleaved.empty()) {
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bbox.defined = true;
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bbox.min(0) = bbox.max(0) = this->vertices_and_normals_interleaved[3];
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bbox.min(1) = bbox.max(1) = this->vertices_and_normals_interleaved[4];
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bbox.min(2) = bbox.max(2) = this->vertices_and_normals_interleaved[5];
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for (size_t i = 9; i < this->vertices_and_normals_interleaved.size(); i += 6) {
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const float *verts = this->vertices_and_normals_interleaved.data() + i;
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bbox.min(0) = std::min<coordf_t>(bbox.min(0), verts[0]);
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bbox.min(1) = std::min<coordf_t>(bbox.min(1), verts[1]);
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bbox.min(2) = std::min<coordf_t>(bbox.min(2), verts[2]);
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bbox.max(0) = std::max<coordf_t>(bbox.max(0), verts[0]);
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bbox.max(1) = std::max<coordf_t>(bbox.max(1), verts[1]);
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bbox.max(2) = std::max<coordf_t>(bbox.max(2), verts[2]);
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}
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}
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return bbox;
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}
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private:
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inline void setup_sizes() {
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vertices_and_normals_interleaved_size = this->vertices_and_normals_interleaved.size();
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triangle_indices_size = this->triangle_indices.size();
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quad_indices_size = this->quad_indices.size();
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}
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};
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class LayersTexture
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{
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public:
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LayersTexture() : width(0), height(0), levels(0), cells(0) {}
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// Texture data
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std::vector<char> data;
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// Width of the texture, top level.
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size_t width;
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// Height of the texture, top level.
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size_t height;
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// For how many levels of detail is the data allocated?
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size_t levels;
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// Number of texture cells allocated for the height texture.
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size_t cells;
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};
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class GLVolume {
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struct LayerHeightTextureData
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{
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// ID of the layer height texture
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unsigned int texture_id;
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// ID of the shader used to render with the layer height texture
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unsigned int shader_id;
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// The print object to update when generating the layer height texture
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const PrintObject* print_object;
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float z_cursor_relative;
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float edit_band_width;
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LayerHeightTextureData() { reset(); }
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void reset()
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{
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texture_id = 0;
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shader_id = 0;
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print_object = nullptr;
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z_cursor_relative = 0.0f;
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edit_band_width = 0.0f;
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}
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bool can_use() const { return (texture_id > 0) && (shader_id > 0) && (print_object != nullptr); }
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};
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public:
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static const float SELECTED_COLOR[4];
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static const float HOVER_COLOR[4];
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static const float OUTSIDE_COLOR[4];
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static const float SELECTED_OUTSIDE_COLOR[4];
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GLVolume(float r = 1.f, float g = 1.f, float b = 1.f, float a = 1.f);
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GLVolume(const float *rgba) : GLVolume(rgba[0], rgba[1], rgba[2], rgba[3]) {}
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private:
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// Offset of the volume to be rendered.
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Vec3d m_offset;
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#if ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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// Rotation around three axes of the volume to be rendered.
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Vec3d m_rotation;
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// Scale factor along the three axes of the volume to be rendered.
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Vec3d m_scaling_factor;
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#else
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// Rotation around Z axis of the volume to be rendered.
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double m_rotation;
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// Scale factor of the volume to be rendered.
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double m_scaling_factor;
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#endif // ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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// World matrix of the volume to be rendered.
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mutable Transform3f m_world_matrix;
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// Whether or not is needed to recalculate the world matrix.
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mutable bool m_world_matrix_dirty;
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// Bounding box of this volume, in unscaled coordinates.
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mutable BoundingBoxf3 m_transformed_bounding_box;
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// Whether or not is needed to recalculate the transformed bounding box.
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mutable bool m_transformed_bounding_box_dirty;
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// Pointer to convex hull of the original mesh, if any.
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const TriangleMesh* m_convex_hull;
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// Bounding box of this volume, in unscaled coordinates.
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mutable BoundingBoxf3 m_transformed_convex_hull_bounding_box;
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// Whether or not is needed to recalculate the transformed convex hull bounding box.
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mutable bool m_transformed_convex_hull_bounding_box_dirty;
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public:
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// Bounding box of this volume, in unscaled coordinates.
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BoundingBoxf3 bounding_box;
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// Color of the triangles / quads held by this volume.
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float color[4];
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// Color used to render this volume.
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float render_color[4];
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// An ID containing the object ID, volume ID and instance ID.
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int composite_id;
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#if !ENABLE_EXTENDED_SELECTION
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// An ID for group selection. It may be the same for all meshes of all object instances, or for just a single object instance.
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int select_group_id;
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// An ID for group dragging. It may be the same for all meshes of all object instances, or for just a single object instance.
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int drag_group_id;
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#endif // !ENABLE_EXTENDED_SELECTION
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// An ID containing the extruder ID (used to select color).
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int extruder_id;
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// Is this object selected?
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bool selected;
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// Whether or not this volume is active for rendering
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bool is_active;
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// Whether or not to use this volume when applying zoom_to_volumes()
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bool zoom_to_volumes;
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// Wheter or not this volume is enabled for outside print volume detection in shader.
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bool shader_outside_printer_detection_enabled;
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// Wheter or not this volume is outside print volume.
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bool is_outside;
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// Boolean: Is mouse over this object?
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bool hover;
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// Wheter or not this volume has been generated from a modifier
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bool is_modifier;
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// Wheter or not this volume has been generated from the wipe tower
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bool is_wipe_tower;
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// Wheter or not this volume has been generated from an extrusion path
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bool is_extrusion_path;
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// Interleaved triangles & normals with indexed triangles & quads.
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GLIndexedVertexArray indexed_vertex_array;
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// Ranges of triangle and quad indices to be rendered.
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std::pair<size_t, size_t> tverts_range;
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std::pair<size_t, size_t> qverts_range;
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// If the qverts or tverts contain thick extrusions, then offsets keeps pointers of the starts
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// of the extrusions per layer.
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std::vector<coordf_t> print_zs;
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// Offset into qverts & tverts, or offsets into indices stored into an OpenGL name_index_buffer.
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std::vector<size_t> offsets;
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void set_render_color(float r, float g, float b, float a);
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void set_render_color(const float* rgba, unsigned int size);
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// Sets render color in dependence of current state
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void set_render_color();
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#if ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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const Vec3d& get_rotation() const;
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void set_rotation(const Vec3d& rotation);
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#if ENABLE_EXTENDED_SELECTION
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const Vec3d& get_scaling_factor() const;
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#endif // ENABLE_EXTENDED_SELECTION
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void set_scaling_factor(const Vec3d& scaling_factor);
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#else
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double get_rotation() const;
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void set_rotation(double rotation);
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void set_scaling_factor(double factor);
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#endif // ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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const Vec3d& get_offset() const;
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void set_offset(const Vec3d& offset);
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void set_convex_hull(const TriangleMesh& convex_hull);
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#if !ENABLE_EXTENDED_SELECTION
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void set_select_group_id(const std::string& select_by);
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void set_drag_group_id(const std::string& drag_by);
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#endif // !ENABLE_EXTENDED_SELECTION
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int object_idx() const { return this->composite_id / 1000000; }
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int volume_idx() const { return (this->composite_id / 1000) % 1000; }
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int instance_idx() const { return this->composite_id % 1000; }
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const Transform3f& world_matrix() const;
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const BoundingBoxf3& transformed_bounding_box() const;
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const BoundingBoxf3& transformed_convex_hull_bounding_box() const;
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bool empty() const { return this->indexed_vertex_array.empty(); }
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bool indexed() const { return this->indexed_vertex_array.indexed(); }
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void set_range(coordf_t low, coordf_t high);
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void render() const;
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void render_using_layer_height() const;
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void render_VBOs(int color_id, int detection_id, int worldmatrix_id) const;
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void render_legacy() const;
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void finalize_geometry(bool use_VBOs) { this->indexed_vertex_array.finalize_geometry(use_VBOs); }
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void release_geometry() { this->indexed_vertex_array.release_geometry(); }
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/************************************************ Layer height texture ****************************************************/
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std::shared_ptr<LayersTexture> layer_height_texture;
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// Data to render this volume using the layer height texture
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LayerHeightTextureData layer_height_texture_data;
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bool has_layer_height_texture() const
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{ return this->layer_height_texture.get() != nullptr; }
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size_t layer_height_texture_width() const
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{ return (this->layer_height_texture.get() == nullptr) ? 0 : this->layer_height_texture->width; }
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size_t layer_height_texture_height() const
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{ return (this->layer_height_texture.get() == nullptr) ? 0 : this->layer_height_texture->height; }
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size_t layer_height_texture_cells() const
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{ return (this->layer_height_texture.get() == nullptr) ? 0 : this->layer_height_texture->cells; }
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void* layer_height_texture_data_ptr_level0() const {
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return (layer_height_texture.get() == nullptr) ? 0 :
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(void*)layer_height_texture->data.data();
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}
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void* layer_height_texture_data_ptr_level1() const {
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return (layer_height_texture.get() == nullptr) ? 0 :
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(void*)(layer_height_texture->data.data() + layer_height_texture->width * layer_height_texture->height * 4);
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}
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double layer_height_texture_z_to_row_id() const;
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void generate_layer_height_texture(const PrintObject *print_object, bool force);
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void set_layer_height_texture_data(unsigned int texture_id, unsigned int shader_id, const PrintObject* print_object, float z_cursor_relative, float edit_band_width)
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{
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layer_height_texture_data.texture_id = texture_id;
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layer_height_texture_data.shader_id = shader_id;
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layer_height_texture_data.print_object = print_object;
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layer_height_texture_data.z_cursor_relative = z_cursor_relative;
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layer_height_texture_data.edit_band_width = edit_band_width;
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}
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void reset_layer_height_texture_data() { layer_height_texture_data.reset(); }
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};
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#if ENABLE_EXTENDED_SELECTION
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typedef std::vector<GLVolume*> GLVolumePtrs;
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#endif // ENABLE_EXTENDED_SELECTION
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class GLVolumeCollection
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{
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// min and max vertex of the print box volume
|
|
float print_box_min[3];
|
|
float print_box_max[3];
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|
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public:
|
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#if ENABLE_EXTENDED_SELECTION
|
|
GLVolumePtrs volumes;
|
|
#else
|
|
std::vector<GLVolume*> volumes;
|
|
#endif // ENABLE_EXTENDED_SELECTION
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|
|
|
GLVolumeCollection() {};
|
|
~GLVolumeCollection() { clear(); };
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|
|
|
std::vector<int> load_object(
|
|
const ModelObject *model_object,
|
|
int obj_idx,
|
|
const std::vector<int> &instance_idxs,
|
|
const std::string &color_by,
|
|
const std::string &select_by,
|
|
const 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, bool size_unknown, float brim_width);
|
|
|
|
// Render the volumes by OpenGL.
|
|
void render_VBOs() const;
|
|
void render_legacy() const;
|
|
|
|
// Finalize the initialization of the geometry & indices,
|
|
// upload the geometry and indices to OpenGL VBO objects
|
|
// and shrink the allocated data, possibly relasing it if it has been loaded into the VBOs.
|
|
void finalize_geometry(bool use_VBOs) { for (auto *v : volumes) v->finalize_geometry(use_VBOs); }
|
|
// Release the geometry data assigned to the volumes.
|
|
// If OpenGL VBOs were allocated, an OpenGL context has to be active to release them.
|
|
void release_geometry() { for (auto *v : volumes) v->release_geometry(); }
|
|
// Clear the geometry
|
|
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 set_print_box(float min_x, float min_y, float min_z, float max_x, float max_y, float max_z) {
|
|
print_box_min[0] = min_x; print_box_min[1] = min_y; print_box_min[2] = min_z;
|
|
print_box_max[0] = max_x; print_box_max[1] = max_y; print_box_max[2] = max_z;
|
|
}
|
|
|
|
// returns true if all the volumes are completely contained in the print volume
|
|
// returns the containment state in the given out_state, if non-null
|
|
bool check_outside_state(const DynamicPrintConfig* config, ModelInstance::EPrintVolumeState* out_state);
|
|
void reset_outside_state();
|
|
|
|
void update_colors_by_extruder(const DynamicPrintConfig* config);
|
|
|
|
#if !ENABLE_EXTENDED_SELECTION
|
|
void set_select_by(const std::string& select_by);
|
|
void set_drag_by(const std::string& drag_by);
|
|
#endif // !ENABLE_EXTENDED_SELECTION
|
|
|
|
// Returns a vector containing the sorted list of all the print_zs of the volumes contained in this collection
|
|
std::vector<double> get_current_print_zs(bool active_only) const;
|
|
|
|
private:
|
|
GLVolumeCollection(const GLVolumeCollection &other);
|
|
GLVolumeCollection& operator=(const GLVolumeCollection &);
|
|
};
|
|
|
|
class _3DScene
|
|
{
|
|
static GUI::GLCanvas3DManager s_canvas_mgr;
|
|
|
|
public:
|
|
static void init_gl();
|
|
static std::string get_gl_info(bool format_as_html, bool extensions);
|
|
static bool use_VBOs();
|
|
|
|
static bool add_canvas(wxGLCanvas* canvas);
|
|
static bool remove_canvas(wxGLCanvas* canvas);
|
|
static void remove_all_canvases();
|
|
|
|
static bool init(wxGLCanvas* canvas);
|
|
|
|
static void set_as_dirty(wxGLCanvas* canvas);
|
|
|
|
static unsigned int get_volumes_count(wxGLCanvas* canvas);
|
|
static void reset_volumes(wxGLCanvas* canvas);
|
|
static void deselect_volumes(wxGLCanvas* canvas);
|
|
static void select_volume(wxGLCanvas* canvas, unsigned int id);
|
|
static void update_volumes_selection(wxGLCanvas* canvas, const std::vector<int>& selections);
|
|
static int check_volumes_outside_state(wxGLCanvas* canvas, const DynamicPrintConfig* config);
|
|
static bool move_volume_up(wxGLCanvas* canvas, unsigned int id);
|
|
static bool move_volume_down(wxGLCanvas* canvas, unsigned int id);
|
|
|
|
#if !ENABLE_EXTENDED_SELECTION
|
|
static void set_objects_selections(wxGLCanvas* canvas, const std::vector<int>& selections);
|
|
#endif // !ENABLE_EXTENDED_SELECTION
|
|
|
|
static void set_config(wxGLCanvas* canvas, DynamicPrintConfig* config);
|
|
static void set_print(wxGLCanvas* canvas, Print* print);
|
|
static void set_model(wxGLCanvas* canvas, Model* model);
|
|
|
|
static void set_bed_shape(wxGLCanvas* canvas, const Pointfs& shape);
|
|
static void set_auto_bed_shape(wxGLCanvas* canvas);
|
|
|
|
static BoundingBoxf3 get_volumes_bounding_box(wxGLCanvas* canvas);
|
|
|
|
static void set_axes_length(wxGLCanvas* canvas, float length);
|
|
|
|
static void set_cutting_plane(wxGLCanvas* canvas, float z, const ExPolygons& polygons);
|
|
|
|
static void set_color_by(wxGLCanvas* canvas, const std::string& value);
|
|
#if !ENABLE_EXTENDED_SELECTION
|
|
static void set_select_by(wxGLCanvas* canvas, const std::string& value);
|
|
static void set_drag_by(wxGLCanvas* canvas, const std::string& value);
|
|
|
|
static std::string get_select_by(wxGLCanvas* canvas);
|
|
#endif // !ENABLE_EXTENDED_SELECTION
|
|
|
|
static bool is_layers_editing_enabled(wxGLCanvas* canvas);
|
|
static bool is_layers_editing_allowed(wxGLCanvas* canvas);
|
|
static bool is_shader_enabled(wxGLCanvas* canvas);
|
|
|
|
static bool is_reload_delayed(wxGLCanvas* canvas);
|
|
|
|
static void enable_layers_editing(wxGLCanvas* canvas, bool enable);
|
|
static void enable_warning_texture(wxGLCanvas* canvas, bool enable);
|
|
static void enable_legend_texture(wxGLCanvas* canvas, bool enable);
|
|
static void enable_picking(wxGLCanvas* canvas, bool enable);
|
|
static void enable_moving(wxGLCanvas* canvas, bool enable);
|
|
static void enable_gizmos(wxGLCanvas* canvas, bool enable);
|
|
static void enable_toolbar(wxGLCanvas* canvas, bool enable);
|
|
static void enable_shader(wxGLCanvas* canvas, bool enable);
|
|
static void enable_force_zoom_to_bed(wxGLCanvas* canvas, bool enable);
|
|
static void enable_dynamic_background(wxGLCanvas* canvas, bool enable);
|
|
static void allow_multisample(wxGLCanvas* canvas, bool allow);
|
|
|
|
static void enable_toolbar_item(wxGLCanvas* canvas, const std::string& name, bool enable);
|
|
static bool is_toolbar_item_pressed(wxGLCanvas* canvas, const std::string& name);
|
|
|
|
static void zoom_to_bed(wxGLCanvas* canvas);
|
|
static void zoom_to_volumes(wxGLCanvas* canvas);
|
|
static void select_view(wxGLCanvas* canvas, const std::string& direction);
|
|
static void set_viewport_from_scene(wxGLCanvas* canvas, wxGLCanvas* other);
|
|
|
|
static void update_volumes_colors_by_extruder(wxGLCanvas* canvas);
|
|
static void update_gizmos_data(wxGLCanvas* canvas);
|
|
|
|
static void render(wxGLCanvas* canvas);
|
|
|
|
static std::vector<double> get_current_print_zs(wxGLCanvas* canvas, bool active_only);
|
|
static void set_toolpaths_range(wxGLCanvas* canvas, double low, double high);
|
|
|
|
static std::vector<int> load_object(wxGLCanvas* canvas, const ModelObject* model_object, int obj_idx, std::vector<int> instance_idxs);
|
|
static std::vector<int> load_object(wxGLCanvas* canvas, const Model* model, int obj_idx);
|
|
|
|
static int get_first_volume_id(wxGLCanvas* canvas, int obj_idx);
|
|
static int get_in_object_volume_id(wxGLCanvas* canvas, int scene_vol_idx);
|
|
|
|
static void reload_scene(wxGLCanvas* canvas, bool force);
|
|
|
|
static void load_gcode_preview(wxGLCanvas* canvas, const GCodePreviewData* preview_data, const std::vector<std::string>& str_tool_colors);
|
|
static void load_preview(wxGLCanvas* canvas, const std::vector<std::string>& str_tool_colors);
|
|
|
|
static void reset_legend_texture(wxGLCanvas* canvas);
|
|
|
|
static void thick_lines_to_verts(const Lines& lines, const std::vector<double>& widths, const std::vector<double>& heights, bool closed, double top_z, GLVolume& volume);
|
|
static void thick_lines_to_verts(const Lines3& lines, const std::vector<double>& widths, const std::vector<double>& heights, bool closed, GLVolume& volume);
|
|
static void extrusionentity_to_verts(const ExtrusionPath& extrusion_path, float print_z, GLVolume& volume);
|
|
static void extrusionentity_to_verts(const ExtrusionPath& extrusion_path, float print_z, const Point& copy, GLVolume& volume);
|
|
static void extrusionentity_to_verts(const ExtrusionLoop& extrusion_loop, float print_z, const Point& copy, GLVolume& volume);
|
|
static void extrusionentity_to_verts(const ExtrusionMultiPath& extrusion_multi_path, float print_z, const Point& copy, GLVolume& volume);
|
|
static void extrusionentity_to_verts(const ExtrusionEntityCollection& extrusion_entity_collection, float print_z, const Point& copy, GLVolume& volume);
|
|
static void extrusionentity_to_verts(const ExtrusionEntity* extrusion_entity, float print_z, const Point& copy, GLVolume& volume);
|
|
static void polyline3_to_verts(const Polyline3& polyline, double width, double height, GLVolume& volume);
|
|
static void point3_to_verts(const Vec3crd& point, double width, double height, GLVolume& volume);
|
|
};
|
|
|
|
}
|
|
|
|
#endif
|