PrusaSlicer-NonPlainar/xs/xsp/GUI_3DScene.xsp

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%module{Slic3r::XS};
#include <xsinit.h>
#include "slic3r/GUI/GLShader.hpp"
#include "slic3r/GUI/3DScene.hpp"
%name{Slic3r::GUI::_3DScene::GLShader} class GLShader {
GLShader();
~GLShader();
bool load(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;
std::string last_error() const
%code%{ RETVAL = THIS->last_error; %};
};
%name{Slic3r::GUI::_3DScene::GLVolume} class GLVolume {
GLVolume();
~GLVolume();
std::vector<double> 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 object_idx() const;
int volume_idx() const;
int instance_idx() const;
Clone<Pointf3> origin() const
%code%{ RETVAL = THIS->origin; %};
void translate(double x, double y, double z)
%code%{ THIS->origin.translate(x, y, z); %};
Clone<BoundingBoxf3> bounding_box() const
%code%{ RETVAL = THIS->bounding_box; %};
Clone<BoundingBoxf3> transformed_bounding_box() const;
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<int> load_object(ModelObject *object, int obj_idx, std::vector<int> 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, bool use_VBOs);
void erase()
%code{% THIS->clear(); %};
int count()
%code{% RETVAL = THIS->volumes.size(); %};
void set_range(double low, double high);
void render_VBOs() const;
void render_legacy() const;
void finalize_geometry(bool use_VBOs);
void release_geometry();
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
_glew_init()
CODE:
_3DScene::_glew_init();
void
_load_print_toolpaths(print, volumes, tool_colors, use_VBOs)
Print *print;
GLVolumeCollection *volumes;
std::vector<std::string> 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<std::string> 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<std::string> tool_colors;
int use_VBOs;
CODE:
_3DScene::_load_wipe_tower_toolpaths(print, volumes, tool_colors, use_VBOs != 0);
%}