907 lines
30 KiB
Perl
907 lines
30 KiB
Perl
package Slic3r::GUI::PreviewCanvas;
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use strict;
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use warnings;
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use Wx::Event qw(EVT_PAINT EVT_SIZE EVT_ERASE_BACKGROUND EVT_IDLE EVT_MOUSEWHEEL EVT_MOUSE_EVENTS);
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# must load OpenGL *before* Wx::GLCanvas
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use OpenGL qw(:glconstants :glfunctions :glufunctions :gluconstants);
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use base qw(Wx::GLCanvas Class::Accessor);
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use Math::Trig qw(asin);
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use List::Util qw(reduce min max first);
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use Slic3r::Geometry qw(X Y Z MIN MAX triangle_normal normalize deg2rad tan scale unscale);
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use Slic3r::Geometry::Clipper qw(offset_ex intersection_pl);
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use Wx::GLCanvas qw(:all);
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__PACKAGE__->mk_accessors( qw(_quat _dirty init
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enable_picking
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enable_moving
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on_hover
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on_select
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on_double_click
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on_right_click
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on_move
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volumes
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print
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_sphi _stheta
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cutting_plane_z
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cut_lines_vertices
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bed_shape
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bed_triangles
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bed_grid_lines
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origin
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_mouse_pos
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_hover_volume_idx
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_drag_volume_idx
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_drag_start_pos
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_drag_start_xy
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_dragged
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_camera_target
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_zoom
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) );
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use constant TRACKBALLSIZE => 0.8;
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use constant TURNTABLE_MODE => 1;
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use constant GROUND_Z => 0.02;
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use constant SELECTED_COLOR => [0,1,0,1];
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use constant HOVER_COLOR => [0.8,0.8,0,1];
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use constant COLORS => [ [1,1,0], [1,0.5,0.5], [0.5,1,0.5], [0.5,0.5,1] ];
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# make OpenGL::Array thread-safe
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{
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no warnings 'redefine';
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*OpenGL::Array::CLONE_SKIP = sub { 1 };
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}
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sub new {
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my ($class, $parent) = @_;
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# we request a depth buffer explicitely because it looks like it's not created by
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# default on Linux, causing transparency issues
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my $self = $class->SUPER::new($parent, -1, Wx::wxDefaultPosition, Wx::wxDefaultSize, 0, "",
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[WX_GL_RGBA, WX_GL_DOUBLEBUFFER, WX_GL_DEPTH_SIZE, 16, 0]);
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$self->_quat((0, 0, 0, 1));
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$self->_stheta(45);
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$self->_sphi(45);
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$self->_zoom(1);
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# 3D point in model space
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$self->_camera_target(Slic3r::Pointf3->new(0,0,0));
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$self->reset_objects;
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EVT_PAINT($self, sub {
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my $dc = Wx::PaintDC->new($self);
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$self->Render($dc);
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});
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EVT_SIZE($self, sub { $self->_dirty(1) });
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EVT_IDLE($self, sub {
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return unless $self->_dirty;
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return if !$self->IsShownOnScreen;
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$self->Resize( $self->GetSizeWH );
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$self->Refresh;
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});
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EVT_MOUSEWHEEL($self, sub {
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my ($self, $e) = @_;
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# Calculate the zoom delta and apply it to the current zoom factor
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my $zoom = $e->GetWheelRotation() / $e->GetWheelDelta();
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$zoom = max(min($zoom, 4), -4);
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$zoom /= 10;
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$self->_zoom($self->_zoom * (1-$zoom));
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# In order to zoom around the mouse point we need to translate
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# the camera target
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my $size = Slic3r::Pointf->new($self->GetSizeWH);
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my $pos = Slic3r::Pointf->new($e->GetX, $size->y - $e->GetY); #-
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$self->_camera_target->translate(
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# ($pos - $size/2) represents the vector from the viewport center
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# to the mouse point. By multiplying it by $zoom we get the new,
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# transformed, length of such vector.
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# Since we want that point to stay fixed, we move our camera target
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# in the opposite direction by the delta of the length of such vector
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# ($zoom - 1). We then scale everything by 1/$self->_zoom since
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# $self->_camera_target is expressed in terms of model units.
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-($pos->x - $size->x/2) * ($zoom) / $self->_zoom,
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-($pos->y - $size->y/2) * ($zoom) / $self->_zoom,
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0,
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) if 0;
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$self->_dirty(1);
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$self->Refresh;
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});
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EVT_MOUSE_EVENTS($self, \&mouse_event);
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return $self;
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}
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sub mouse_event {
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my ($self, $e) = @_;
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my $pos = Slic3r::Pointf->new($e->GetPositionXY);
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if ($e->Entering && &Wx::wxMSW) {
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# wxMSW needs focus in order to catch mouse wheel events
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$self->SetFocus;
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} elsif ($e->LeftDClick) {
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$self->on_double_click->()
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if $self->on_double_click;
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} elsif ($e->LeftDown || $e->RightDown) {
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# If user pressed left or right button we first check whether this happened
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# on a volume or not.
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my $volume_idx = $self->_hover_volume_idx // -1;
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# select volume in this 3D canvas
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if ($self->enable_picking) {
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$self->deselect_volumes;
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$self->select_volume($volume_idx);
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$self->Refresh;
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}
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# propagate event through callback
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$self->on_select->($volume_idx)
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if $self->on_select;
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if ($volume_idx != -1) {
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if ($e->LeftDown && $self->enable_moving) {
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$self->_drag_volume_idx($volume_idx);
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$self->_drag_start_pos($self->mouse_to_3d(@$pos));
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} elsif ($e->RightDown) {
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# if right clicking on volume, propagate event through callback
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$self->on_right_click->($e->GetPosition)
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if $self->on_right_click;
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}
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}
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} elsif ($e->Dragging && $e->LeftIsDown && defined($self->_drag_volume_idx)) {
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# get volume being dragged
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my $volume = $self->volumes->[$self->_drag_volume_idx];
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# get new position at the same Z of the initial click point
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my $mouse_ray = $self->mouse_ray($e->GetX, $e->GetY);
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my $cur_pos = $mouse_ray->intersect_plane($self->_drag_start_pos->z);
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# calculate the translation vector
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my $vector = $self->_drag_start_pos->vector_to($cur_pos);
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# apply new temporary volume origin and ignore Z
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$volume->origin->translate($vector->x, $vector->y, 0); #,,
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$self->_drag_start_pos($cur_pos);
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$self->_dragged(1);
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$self->Refresh;
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} elsif ($e->Dragging && !defined $self->_hover_volume_idx) {
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if ($e->LeftIsDown) {
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# if dragging over blank area with left button, rotate
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if (defined $self->_drag_start_pos) {
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my $orig = $self->_drag_start_pos;
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if (TURNTABLE_MODE) {
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$self->_sphi($self->_sphi + ($pos->x - $orig->x) * TRACKBALLSIZE);
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$self->_stheta($self->_stheta - ($pos->y - $orig->y) * TRACKBALLSIZE); #-
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$self->_stheta(150) if $self->_stheta > 150;
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$self->_stheta(0) if $self->_stheta < 0;
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} else {
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my $size = $self->GetClientSize;
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my @quat = trackball(
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$orig->x / ($size->width / 2) - 1,
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1 - $orig->y / ($size->height / 2), #/
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$pos->x / ($size->width / 2) - 1,
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1 - $pos->y / ($size->height / 2), #/
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);
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$self->_quat(mulquats($self->_quat, \@quat));
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}
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$self->Refresh;
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}
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$self->_drag_start_pos($pos);
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} elsif ($e->RightIsDown) {
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# if dragging over blank area with right button, translate
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if (defined $self->_drag_start_xy) {
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# get point in model space at Z = 0
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my $cur_pos = $self->mouse_ray($e->GetX, $e->GetY)->intersect_plane(0);
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my $orig = $self->mouse_ray(@{$self->_drag_start_xy})->intersect_plane(0);
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$self->_camera_target->translate(
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@{$orig->vector_to($cur_pos)->negative},
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);
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$self->Refresh;
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}
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$self->_drag_start_xy($pos);
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}
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} elsif ($e->LeftUp || $e->RightUp) {
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if ($self->on_move && defined $self->_drag_volume_idx) {
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$self->on_move->($self->_drag_volume_idx) if $self->_dragged;
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}
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$self->_drag_volume_idx(undef);
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$self->_drag_start_pos(undef);
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$self->_drag_start_xy(undef);
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$self->_dragged(undef);
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} elsif ($e->Moving) {
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$self->_mouse_pos($pos);
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$self->Refresh;
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} else {
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$e->Skip();
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}
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}
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sub reset_objects {
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my ($self) = @_;
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$self->volumes([]);
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$self->_dirty(1);
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}
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sub zoom_to_bounding_box {
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my ($self, $bb) = @_;
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# calculate the zoom factor needed to adjust viewport to
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# bounding box
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my $max_size = max(@{$bb->size}) * 2;
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my $min_viewport_size = min($self->GetSizeWH);
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$self->_zoom($min_viewport_size / $max_size);
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# center view around bounding box center
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$self->_camera_target($bb->center);
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}
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sub zoom_to_bed {
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my ($self) = @_;
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if ($self->bed_shape) {
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$self->zoom_to_bounding_box($self->bed_bounding_box);
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}
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}
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sub zoom_to_volume {
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my ($self, $volume_idx) = @_;
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my $volume = $self->volumes->[$volume_idx];
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my $bb = $volume->bounding_box;
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$self->zoom_to_bounding_box($bb);
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}
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sub zoom_to_volumes {
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my ($self) = @_;
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$self->zoom_to_bounding_box($self->volumes_bounding_box);
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}
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sub volumes_bounding_box {
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my ($self) = @_;
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my $bb = Slic3r::Geometry::BoundingBoxf3->new;
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$bb->merge($_->bounding_box) for @{$self->volumes};
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return $bb;
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}
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sub bed_bounding_box {
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my ($self) = @_;
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my $bb = Slic3r::Geometry::BoundingBoxf3->new;
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$bb->merge_point(Slic3r::Pointf3->new(@$_, 0)) for @{$self->bed_shape};
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return $bb;
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}
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sub max_bounding_box {
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my ($self) = @_;
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my $bb = $self->bed_bounding_box;
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$bb->merge($self->volumes_bounding_box);
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return $bb;
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}
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sub set_auto_bed_shape {
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my ($self, $bed_shape) = @_;
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# draw a default square bed around object center
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my $max_size = max(@{ $self->volumes_bounding_box->size });
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my $center = $self->volumes_bounding_box->center;
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$self->set_bed_shape([
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[ $center->x - $max_size, $center->y - $max_size ], #--
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[ $center->x + $max_size, $center->y - $max_size ], #--
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[ $center->x + $max_size, $center->y + $max_size ], #++
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[ $center->x - $max_size, $center->y + $max_size ], #++
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]);
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$self->origin(Slic3r::Pointf->new(@$center[X,Y]));
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}
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sub set_bed_shape {
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my ($self, $bed_shape) = @_;
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$self->bed_shape($bed_shape);
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# triangulate bed
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my $expolygon = Slic3r::ExPolygon->new([ map [map scale($_), @$_], @$bed_shape ]);
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my $bed_bb = $expolygon->bounding_box;
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{
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my @points = ();
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foreach my $triangle (@{ $expolygon->triangulate }) {
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push @points, map {+ unscale($_->x), unscale($_->y), GROUND_Z } @$triangle; #))
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}
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$self->bed_triangles(OpenGL::Array->new_list(GL_FLOAT, @points));
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}
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{
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my @lines = ();
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for (my $x = $bed_bb->x_min; $x <= $bed_bb->x_max; $x += scale 10) {
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push @lines, Slic3r::Polyline->new([$x,$bed_bb->y_min], [$x,$bed_bb->y_max]);
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}
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for (my $y = $bed_bb->y_min; $y <= $bed_bb->y_max; $y += scale 10) {
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push @lines, Slic3r::Polyline->new([$bed_bb->x_min,$y], [$bed_bb->x_max,$y]);
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}
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@lines = @{intersection_pl(\@lines, [ @$expolygon ])};
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my @points = ();
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foreach my $polyline (@lines) {
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push @points, map {+ unscale($_->x), unscale($_->y), GROUND_Z } @$polyline; #))
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}
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$self->bed_grid_lines(OpenGL::Array->new_list(GL_FLOAT, @points));
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}
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$self->origin(Slic3r::Pointf->new(0,0));
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}
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sub load_object {
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my ($self, $object, $all_instances) = @_;
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my $z_min = $object->raw_bounding_box->z_min;
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# color mesh(es) by material
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my @materials = ();
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# sort volumes: non-modifiers first
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my @volumes = sort { ($a->modifier // 0) <=> ($b->modifier // 0) } @{$object->volumes};
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my @volumes_idx = ();
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foreach my $volume (@volumes) {
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my @instance_idxs = $all_instances ? (0..$#{$object->instances}) : (0);
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foreach my $instance_idx (@instance_idxs) {
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my $instance = $object->instances->[$instance_idx];
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my $mesh = $volume->mesh->clone;
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$instance->transform_mesh($mesh);
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my $material_id = $volume->material_id // '_';
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my $color_idx = first { $materials[$_] eq $material_id } 0..$#materials;
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if (!defined $color_idx) {
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push @materials, $material_id;
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$color_idx = $#materials;
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}
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my $color = [ @{COLORS->[ $color_idx % scalar(@{&COLORS}) ]} ];
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push @$color, $volume->modifier ? 0.5 : 1;
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push @{$self->volumes}, my $v = Slic3r::GUI::PreviewCanvas::Volume->new(
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instance_idx => $instance_idx,
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mesh => $mesh,
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color => $color,
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origin => Slic3r::Pointf3->new(0,0,-$z_min),
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);
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push @volumes_idx, $#{$self->volumes};
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{
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my $vertices = $mesh->vertices;
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my @verts = map @{ $vertices->[$_] }, map @$_, @{$mesh->facets};
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$v->verts(OpenGL::Array->new_list(GL_FLOAT, @verts));
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}
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{
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my @norms = map { @$_, @$_, @$_ } @{$mesh->normals};
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$v->norms(OpenGL::Array->new_list(GL_FLOAT, @norms));
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}
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}
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}
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return @volumes_idx;
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}
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sub deselect_volumes {
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my ($self) = @_;
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$_->selected(0) for @{$self->volumes};
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}
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sub select_volume {
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my ($self, $volume_idx) = @_;
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$self->volumes->[$volume_idx]->selected(1)
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if $volume_idx != -1;
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}
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sub SetCuttingPlane {
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my ($self, $z) = @_;
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$self->cutting_plane_z($z);
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# perform cut and cache section lines
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my @verts = ();
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foreach my $volume (@{$self->volumes}) {
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foreach my $volume (@{$self->volumes}) {
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my $expolygons = $volume->mesh->slice([ $z - $volume->origin->z ])->[0];
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$expolygons = offset_ex([ map @$_, @$expolygons ], scale 0.1);
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foreach my $line (map @{$_->lines}, map @$_, @$expolygons) {
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push @verts, (
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unscale($line->a->x), unscale($line->a->y), $z, #))
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unscale($line->b->x), unscale($line->b->y), $z, #))
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);
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}
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}
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}
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$self->cut_lines_vertices(OpenGL::Array->new_list(GL_FLOAT, @verts));
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}
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# Given an axis and angle, compute quaternion.
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sub axis_to_quat {
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my ($ax, $phi) = @_;
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my $lena = sqrt(reduce { $a + $b } (map { $_ * $_ } @$ax));
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my @q = map { $_ * (1 / $lena) } @$ax;
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@q = map { $_ * sin($phi / 2.0) } @q;
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$q[$#q + 1] = cos($phi / 2.0);
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return @q;
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}
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# Project a point on the virtual trackball.
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# If it is inside the sphere, map it to the sphere, if it outside map it
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# to a hyperbola.
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sub project_to_sphere {
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my ($r, $x, $y) = @_;
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my $d = sqrt($x * $x + $y * $y);
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if ($d < $r * 0.70710678118654752440) { # Inside sphere
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return sqrt($r * $r - $d * $d);
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} else { # On hyperbola
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my $t = $r / 1.41421356237309504880;
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return $t * $t / $d;
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}
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}
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sub cross {
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my ($v1, $v2) = @_;
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return (@$v1[1] * @$v2[2] - @$v1[2] * @$v2[1],
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@$v1[2] * @$v2[0] - @$v1[0] * @$v2[2],
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@$v1[0] * @$v2[1] - @$v1[1] * @$v2[0]);
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}
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# Simulate a track-ball. Project the points onto the virtual trackball,
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# then figure out the axis of rotation, which is the cross product of
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# P1 P2 and O P1 (O is the center of the ball, 0,0,0) Note: This is a
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# deformed trackball-- is a trackball in the center, but is deformed
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# into a hyperbolic sheet of rotation away from the center.
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# It is assumed that the arguments to this routine are in the range
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# (-1.0 ... 1.0).
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sub trackball {
|
||
my ($p1x, $p1y, $p2x, $p2y) = @_;
|
||
|
||
if ($p1x == $p2x && $p1y == $p2y) {
|
||
# zero rotation
|
||
return (0.0, 0.0, 0.0, 1.0);
|
||
}
|
||
|
||
# First, figure out z-coordinates for projection of P1 and P2 to
|
||
# deformed sphere
|
||
my @p1 = ($p1x, $p1y, project_to_sphere(TRACKBALLSIZE, $p1x, $p1y));
|
||
my @p2 = ($p2x, $p2y, project_to_sphere(TRACKBALLSIZE, $p2x, $p2y));
|
||
|
||
# axis of rotation (cross product of P1 and P2)
|
||
my @a = cross(\@p2, \@p1);
|
||
|
||
# Figure out how much to rotate around that axis.
|
||
my @d = map { $_ * $_ } (map { $p1[$_] - $p2[$_] } 0 .. $#p1);
|
||
my $t = sqrt(reduce { $a + $b } @d) / (2.0 * TRACKBALLSIZE);
|
||
|
||
# Avoid problems with out-of-control values...
|
||
$t = 1.0 if ($t > 1.0);
|
||
$t = -1.0 if ($t < -1.0);
|
||
my $phi = 2.0 * asin($t);
|
||
|
||
return axis_to_quat(\@a, $phi);
|
||
}
|
||
|
||
# Build a rotation matrix, given a quaternion rotation.
|
||
sub quat_to_rotmatrix {
|
||
my ($q) = @_;
|
||
|
||
my @m = ();
|
||
|
||
$m[0] = 1.0 - 2.0 * (@$q[1] * @$q[1] + @$q[2] * @$q[2]);
|
||
$m[1] = 2.0 * (@$q[0] * @$q[1] - @$q[2] * @$q[3]);
|
||
$m[2] = 2.0 * (@$q[2] * @$q[0] + @$q[1] * @$q[3]);
|
||
$m[3] = 0.0;
|
||
|
||
$m[4] = 2.0 * (@$q[0] * @$q[1] + @$q[2] * @$q[3]);
|
||
$m[5] = 1.0 - 2.0 * (@$q[2] * @$q[2] + @$q[0] * @$q[0]);
|
||
$m[6] = 2.0 * (@$q[1] * @$q[2] - @$q[0] * @$q[3]);
|
||
$m[7] = 0.0;
|
||
|
||
$m[8] = 2.0 * (@$q[2] * @$q[0] - @$q[1] * @$q[3]);
|
||
$m[9] = 2.0 * (@$q[1] * @$q[2] + @$q[0] * @$q[3]);
|
||
$m[10] = 1.0 - 2.0 * (@$q[1] * @$q[1] + @$q[0] * @$q[0]);
|
||
$m[11] = 0.0;
|
||
|
||
$m[12] = 0.0;
|
||
$m[13] = 0.0;
|
||
$m[14] = 0.0;
|
||
$m[15] = 1.0;
|
||
|
||
return @m;
|
||
}
|
||
|
||
sub mulquats {
|
||
my ($q1, $rq) = @_;
|
||
|
||
return (@$q1[3] * @$rq[0] + @$q1[0] * @$rq[3] + @$q1[1] * @$rq[2] - @$q1[2] * @$rq[1],
|
||
@$q1[3] * @$rq[1] + @$q1[1] * @$rq[3] + @$q1[2] * @$rq[0] - @$q1[0] * @$rq[2],
|
||
@$q1[3] * @$rq[2] + @$q1[2] * @$rq[3] + @$q1[0] * @$rq[1] - @$q1[1] * @$rq[0],
|
||
@$q1[3] * @$rq[3] - @$q1[0] * @$rq[0] - @$q1[1] * @$rq[1] - @$q1[2] * @$rq[2])
|
||
}
|
||
|
||
sub mouse_to_3d {
|
||
my ($self, $x, $y, $z) = @_;
|
||
|
||
my @viewport = glGetIntegerv_p(GL_VIEWPORT); # 4 items
|
||
my @mview = glGetDoublev_p(GL_MODELVIEW_MATRIX); # 16 items
|
||
my @proj = glGetDoublev_p(GL_PROJECTION_MATRIX); # 16 items
|
||
|
||
$y = $viewport[3] - $y;
|
||
$z //= glReadPixels_p($x, $y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT);
|
||
my @projected = gluUnProject_p($x, $y, $z, @mview, @proj, @viewport);
|
||
return Slic3r::Pointf3->new(@projected);
|
||
}
|
||
|
||
sub mouse_ray {
|
||
my ($self, $x, $y) = @_;
|
||
|
||
return Slic3r::Linef3->new(
|
||
$self->mouse_to_3d($x, $y, 0),
|
||
$self->mouse_to_3d($x, $y, 1),
|
||
);
|
||
}
|
||
|
||
sub GetContext {
|
||
my ($self) = @_;
|
||
|
||
if (Wx::wxVERSION >= 2.009) {
|
||
return $self->{context} ||= Wx::GLContext->new($self);
|
||
} else {
|
||
return $self->SUPER::GetContext;
|
||
}
|
||
}
|
||
|
||
sub SetCurrent {
|
||
my ($self, $context) = @_;
|
||
|
||
if (Wx::wxVERSION >= 2.009) {
|
||
return $self->SUPER::SetCurrent($context);
|
||
} else {
|
||
return $self->SUPER::SetCurrent;
|
||
}
|
||
}
|
||
|
||
sub Resize {
|
||
my ($self, $x, $y) = @_;
|
||
|
||
return unless $self->GetContext;
|
||
$self->_dirty(0);
|
||
|
||
$self->SetCurrent($self->GetContext);
|
||
glViewport(0, 0, $x, $y);
|
||
|
||
$x /= $self->_zoom;
|
||
$y /= $self->_zoom;
|
||
|
||
glMatrixMode(GL_PROJECTION);
|
||
glLoadIdentity();
|
||
glOrtho(
|
||
-$x/2, $x/2, -$y/2, $y/2,
|
||
-200, 10 * max(@{ $self->max_bounding_box->size }),
|
||
);
|
||
|
||
glMatrixMode(GL_MODELVIEW);
|
||
}
|
||
|
||
sub InitGL {
|
||
my $self = shift;
|
||
|
||
return if $self->init;
|
||
return unless $self->GetContext;
|
||
$self->init(1);
|
||
|
||
glClearColor(0, 0, 0, 1);
|
||
glColor3f(1, 0, 0);
|
||
glEnable(GL_DEPTH_TEST);
|
||
glClearDepth(1.0);
|
||
glDepthFunc(GL_LEQUAL);
|
||
glEnable(GL_CULL_FACE);
|
||
glEnable(GL_BLEND);
|
||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
||
# Set antialiasing/multisampling
|
||
glDisable(GL_LINE_SMOOTH);
|
||
glDisable(GL_POLYGON_SMOOTH);
|
||
glEnable(GL_MULTISAMPLE);
|
||
|
||
# ambient lighting
|
||
glLightModelfv_p(GL_LIGHT_MODEL_AMBIENT, 0.1, 0.1, 0.1, 1);
|
||
|
||
glEnable(GL_LIGHTING);
|
||
glEnable(GL_LIGHT0);
|
||
glEnable(GL_LIGHT1);
|
||
glLightfv_p(GL_LIGHT0, GL_POSITION, 0.5, 0.5, 1, 0);
|
||
glLightfv_p(GL_LIGHT0, GL_SPECULAR, 0.5, 0.5, 0.5, 1);
|
||
glLightfv_p(GL_LIGHT0, GL_DIFFUSE, 0.8, 0.8, 0.8, 1);
|
||
glLightfv_p(GL_LIGHT1, GL_POSITION, 1, 0, 0.5, 0);
|
||
glLightfv_p(GL_LIGHT1, GL_SPECULAR, 0.5, 0.5, 0.5, 1);
|
||
glLightfv_p(GL_LIGHT1, GL_DIFFUSE, 1, 1, 1, 1);
|
||
|
||
# Enables Smooth Color Shading; try GL_FLAT for (lack of) fun.
|
||
glShadeModel(GL_SMOOTH);
|
||
|
||
glMaterialfv_p(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, 0.5, 0.3, 0.3, 1);
|
||
glMaterialfv_p(GL_FRONT_AND_BACK, GL_SPECULAR, 1, 1, 1, 1);
|
||
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50);
|
||
glMaterialfv_p(GL_FRONT_AND_BACK, GL_EMISSION, 0.1, 0, 0, 0.9);
|
||
|
||
# A handy trick -- have surface material mirror the color.
|
||
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
|
||
glEnable(GL_COLOR_MATERIAL);
|
||
glEnable(GL_MULTISAMPLE);
|
||
}
|
||
|
||
sub Render {
|
||
my ($self, $dc) = @_;
|
||
|
||
# prevent calling SetCurrent() when window is not shown yet
|
||
return unless $self->IsShownOnScreen;
|
||
return unless my $context = $self->GetContext;
|
||
$self->SetCurrent($context);
|
||
$self->InitGL;
|
||
|
||
glClearColor(1, 1, 1, 1);
|
||
glClearDepth(1);
|
||
glDepthFunc(GL_LESS);
|
||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||
|
||
glMatrixMode(GL_MODELVIEW);
|
||
glLoadIdentity();
|
||
|
||
if (TURNTABLE_MODE) {
|
||
glRotatef(-$self->_stheta, 1, 0, 0); # pitch
|
||
glRotatef($self->_sphi, 0, 0, 1); # yaw
|
||
} else {
|
||
my @rotmat = quat_to_rotmatrix($self->quat);
|
||
glMultMatrixd_p(@rotmat[0..15]);
|
||
}
|
||
glTranslatef(@{ $self->_camera_target->negative });
|
||
|
||
if ($self->enable_picking) {
|
||
glDisable(GL_LIGHTING);
|
||
$self->draw_volumes(1);
|
||
glFlush();
|
||
glFinish();
|
||
|
||
if (my $pos = $self->_mouse_pos) {
|
||
my $col = [ glReadPixels_p($pos->x, $self->GetSize->GetHeight - $pos->y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE) ];
|
||
my $volume_idx = $col->[0] + $col->[1]*256 + $col->[2]*256*256;
|
||
$self->_hover_volume_idx(undef);
|
||
$_->hover(0) for @{$self->volumes};
|
||
if ($volume_idx <= $#{$self->volumes}) {
|
||
$self->_hover_volume_idx($volume_idx);
|
||
$self->volumes->[$volume_idx]->hover(1);
|
||
$self->on_hover->($volume_idx) if $self->on_hover;
|
||
}
|
||
}
|
||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||
glFlush();
|
||
glFinish();
|
||
glEnable(GL_LIGHTING);
|
||
}
|
||
# draw objects
|
||
$self->draw_volumes;
|
||
|
||
# draw ground and axes
|
||
glDisable(GL_LIGHTING);
|
||
my $z0 = 0;
|
||
|
||
{
|
||
# draw ground
|
||
my $ground_z = GROUND_Z;
|
||
if ($self->bed_triangles) {
|
||
glEnable(GL_BLEND);
|
||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
||
glEnableClientState(GL_VERTEX_ARRAY);
|
||
glColor4f(0.6, 0.7, 0.5, 0.3);
|
||
glNormal3d(0,0,1);
|
||
glVertexPointer_p(3, $self->bed_triangles);
|
||
glDrawArrays(GL_TRIANGLES, 0, $self->bed_triangles->elements / 3);
|
||
glDisableClientState(GL_VERTEX_ARRAY);
|
||
|
||
glDisable(GL_BLEND);
|
||
|
||
# draw grid
|
||
glTranslatef(0, 0, 0.02);
|
||
glLineWidth(3);
|
||
glColor3f(0.95, 0.95, 0.95);
|
||
glEnableClientState(GL_VERTEX_ARRAY);
|
||
glVertexPointer_p(3, $self->bed_grid_lines);
|
||
glDrawArrays(GL_LINES, 0, $self->bed_grid_lines->elements / 3);
|
||
glDisableClientState(GL_VERTEX_ARRAY);
|
||
}
|
||
|
||
my $volumes_bb = $self->volumes_bounding_box;
|
||
|
||
{
|
||
# draw axes
|
||
$ground_z += 0.02;
|
||
my $origin = $self->origin;
|
||
my $axis_len = max(
|
||
0.3 * max(@{ $self->bed_bounding_box->size }),
|
||
2 * max(@{ $volumes_bb->size }),
|
||
);
|
||
glLineWidth(2);
|
||
glBegin(GL_LINES);
|
||
# draw line for x axis
|
||
glColor3f(1, 0, 0);
|
||
glVertex3f(@$origin, $ground_z);
|
||
glVertex3f($origin->x + $axis_len, $origin->y, $ground_z); #,,
|
||
# draw line for y axis
|
||
glColor3f(0, 1, 0);
|
||
glVertex3f(@$origin, $ground_z);
|
||
glVertex3f($origin->x, $origin->y + $axis_len, $ground_z); #++
|
||
# draw line for Z axis
|
||
glColor3f(0, 0, 1);
|
||
glVertex3f(@$origin, $ground_z);
|
||
glVertex3f(@$origin, $ground_z+$axis_len);
|
||
glEnd();
|
||
}
|
||
|
||
# draw cutting plane
|
||
if (defined $self->cutting_plane_z) {
|
||
my $plane_z = $z0 + $self->cutting_plane_z;
|
||
my $bb = $volumes_bb;
|
||
glDisable(GL_CULL_FACE);
|
||
glEnable(GL_BLEND);
|
||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
glBegin(GL_QUADS);
|
||
glColor4f(0.8, 0.8, 0.8, 0.5);
|
||
glVertex3f($bb->x_min-20, $bb->y_min-20, $plane_z);
|
||
glVertex3f($bb->x_max+20, $bb->y_min-20, $plane_z);
|
||
glVertex3f($bb->x_max+20, $bb->y_max+20, $plane_z);
|
||
glVertex3f($bb->x_min-20, $bb->y_max+20, $plane_z);
|
||
glEnd();
|
||
glEnable(GL_CULL_FACE);
|
||
glDisable(GL_BLEND);
|
||
}
|
||
}
|
||
|
||
glEnable(GL_LIGHTING);
|
||
|
||
glFlush();
|
||
|
||
$self->SwapBuffers();
|
||
}
|
||
|
||
sub draw_volumes {
|
||
my ($self, $fakecolor) = @_;
|
||
|
||
glEnable(GL_BLEND);
|
||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
||
if (defined($self->print) && !$fakecolor) {
|
||
my $tess = gluNewTess();
|
||
gluTessCallback($tess, GLU_TESS_BEGIN, 'DEFAULT');
|
||
gluTessCallback($tess, GLU_TESS_END, 'DEFAULT');
|
||
gluTessCallback($tess, GLU_TESS_VERTEX, 'DEFAULT');
|
||
gluTessCallback($tess, GLU_TESS_COMBINE, 'DEFAULT');
|
||
gluTessCallback($tess, GLU_TESS_ERROR, 'DEFAULT');
|
||
gluTessCallback($tess, GLU_TESS_EDGE_FLAG, 'DEFAULT');
|
||
|
||
foreach my $object (@{$self->print->objects}) {
|
||
foreach my $layer (@{$object->layers}) {
|
||
my $gap = 0;
|
||
my $top_z = $layer->print_z;
|
||
my $bottom_z = $layer->print_z - $layer->height + $gap;
|
||
|
||
foreach my $copy (@{ $object->_shifted_copies }) {
|
||
glPushMatrix();
|
||
glTranslatef(map unscale($_), @$copy, 0);
|
||
|
||
foreach my $slice (@{$layer->slices}) {
|
||
glColor3f(@{COLORS->[0]});
|
||
gluTessBeginPolygon($tess);
|
||
glNormal3f(0,0,1);
|
||
foreach my $polygon (@$slice) {
|
||
gluTessBeginContour($tess);
|
||
gluTessVertex_p($tess, (map unscale($_), @$_), $layer->print_z) for @$polygon;
|
||
gluTessEndContour($tess);
|
||
}
|
||
gluTessEndPolygon($tess);
|
||
|
||
foreach my $polygon (@$slice) {
|
||
foreach my $line (@{$polygon->lines}) {
|
||
if (0) {
|
||
glLineWidth(1);
|
||
glColor3f(0,0,0);
|
||
glBegin(GL_LINES);
|
||
glVertex3f((map unscale($_), @{$line->a}), $bottom_z);
|
||
glVertex3f((map unscale($_), @{$line->b}), $bottom_z);
|
||
glEnd();
|
||
}
|
||
|
||
glLineWidth(0);
|
||
glColor3f(@{COLORS->[0]});
|
||
glBegin(GL_QUADS);
|
||
glNormal3f((map $_/$line->length, @{$line->normal}), 0);
|
||
glVertex3f((map unscale($_), @{$line->a}), $bottom_z);
|
||
glVertex3f((map unscale($_), @{$line->b}), $bottom_z);
|
||
glVertex3f((map unscale($_), @{$line->b}), $top_z);
|
||
glVertex3f((map unscale($_), @{$line->a}), $top_z);
|
||
glEnd();
|
||
}
|
||
}
|
||
}
|
||
|
||
glPopMatrix(); # copy
|
||
}
|
||
}
|
||
}
|
||
|
||
gluDeleteTess($tess);
|
||
return;
|
||
}
|
||
|
||
glEnableClientState(GL_VERTEX_ARRAY);
|
||
glEnableClientState(GL_NORMAL_ARRAY);
|
||
|
||
foreach my $volume_idx (0..$#{$self->volumes}) {
|
||
my $volume = $self->volumes->[$volume_idx];
|
||
glPushMatrix();
|
||
glTranslatef(@{$volume->origin});
|
||
|
||
glVertexPointer_p(3, $volume->verts);
|
||
|
||
glCullFace(GL_BACK);
|
||
glNormalPointer_p($volume->norms);
|
||
if ($fakecolor) {
|
||
my $r = ($volume_idx & 0x000000FF) >> 0;
|
||
my $g = ($volume_idx & 0x0000FF00) >> 8;
|
||
my $b = ($volume_idx & 0x00FF0000) >> 16;
|
||
glColor4f($r/255.0, $g/255.0, $b/255.0, 1);
|
||
} elsif ($volume->selected) {
|
||
glColor4f(@{ &SELECTED_COLOR });
|
||
} elsif ($volume->hover) {
|
||
glColor4f(@{ &HOVER_COLOR });
|
||
} else {
|
||
glColor4f(@{ $volume->color });
|
||
}
|
||
glDrawArrays(GL_TRIANGLES, 0, $volume->verts->elements / 3);
|
||
|
||
glPopMatrix();
|
||
}
|
||
glDisableClientState(GL_NORMAL_ARRAY);
|
||
glDisable(GL_BLEND);
|
||
|
||
if (defined $self->cutting_plane_z) {
|
||
glLineWidth(2);
|
||
glColor3f(0, 0, 0);
|
||
glVertexPointer_p(3, $self->cut_lines_vertices);
|
||
glDrawArrays(GL_LINES, 0, $self->cut_lines_vertices->elements / 3);
|
||
}
|
||
glDisableClientState(GL_VERTEX_ARRAY);
|
||
}
|
||
|
||
package Slic3r::GUI::PreviewCanvas::Volume;
|
||
use Moo;
|
||
|
||
has 'mesh' => (is => 'ro', required => 1);
|
||
has 'color' => (is => 'ro', required => 1);
|
||
has 'instance_idx' => (is => 'ro', default => sub { 0 });
|
||
has 'origin' => (is => 'rw', default => sub { Slic3r::Pointf3->new(0,0,0) });
|
||
has 'verts' => (is => 'rw');
|
||
has 'norms' => (is => 'rw');
|
||
has 'selected' => (is => 'rw', default => sub { 0 });
|
||
has 'hover' => (is => 'rw', default => sub { 0 });
|
||
|
||
sub bounding_box {
|
||
my ($self) = @_;
|
||
|
||
my $bb = $self->mesh->bounding_box;
|
||
$bb->translate(@{$self->origin});
|
||
return $bb;
|
||
}
|
||
|
||
1;
|