133 lines
3.8 KiB
C++
133 lines
3.8 KiB
C++
#ifndef slic3r_3DBed_hpp_
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#define slic3r_3DBed_hpp_
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#include "GLTexture.hpp"
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#include "3DScene.hpp"
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#include "GLShader.hpp"
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class GLUquadric;
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typedef class GLUquadric GLUquadricObj;
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namespace Slic3r {
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namespace GUI {
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class GLCanvas3D;
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class GeometryBuffer
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{
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struct Vertex
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{
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float position[3];
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float tex_coords[2];
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Vertex()
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{
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position[0] = 0.0f; position[1] = 0.0f; position[2] = 0.0f;
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tex_coords[0] = 0.0f; tex_coords[1] = 0.0f;
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}
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};
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std::vector<Vertex> m_vertices;
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public:
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bool set_from_triangles(const Polygons& triangles, float z, bool generate_tex_coords);
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bool set_from_lines(const Lines& lines, float z);
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const float* get_vertices_data() const;
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unsigned int get_vertices_data_size() const { return (unsigned int)m_vertices.size() * get_vertex_data_size(); }
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unsigned int get_vertex_data_size() const { return (unsigned int)(5 * sizeof(float)); }
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size_t get_position_offset() const { return 0; }
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size_t get_tex_coords_offset() const { return (size_t)(3 * sizeof(float)); }
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unsigned int get_vertices_count() const { return (unsigned int)m_vertices.size(); }
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};
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class Bed3D
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{
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struct Axes
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{
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static const double Radius;
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static const double ArrowBaseRadius;
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static const double ArrowLength;
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Vec3d origin;
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Vec3d length;
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GLUquadricObj* m_quadric;
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Axes();
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~Axes();
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void render() const;
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private:
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void render_axis(double length) const;
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};
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public:
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enum EType : unsigned char
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{
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MK2,
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MK3,
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SL1,
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Custom,
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Num_Types
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};
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private:
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EType m_type;
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Pointfs m_shape;
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std::string m_custom_texture;
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std::string m_custom_model;
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mutable BoundingBoxf3 m_bounding_box;
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mutable BoundingBoxf3 m_extended_bounding_box;
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Polygon m_polygon;
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GeometryBuffer m_triangles;
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GeometryBuffer m_gridlines;
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mutable GLTexture m_texture;
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// temporary texture shown until the main texture has still no levels compressed
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mutable GLTexture m_temp_texture;
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// used to trigger 3D scene update once all compressed textures have been sent to GPU
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mutable bool m_requires_canvas_update;
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mutable Shader m_shader;
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mutable unsigned int m_vbo_id;
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mutable GLBed m_model;
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Axes m_axes;
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mutable float m_scale_factor;
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public:
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Bed3D();
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~Bed3D() { reset(); }
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EType get_type() const { return m_type; }
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bool is_prusa() const { return (m_type == MK2) || (m_type == MK3) || (m_type == SL1); }
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bool is_custom() const { return m_type == Custom; }
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const Pointfs& get_shape() const { return m_shape; }
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// Return true if the bed shape changed, so the calee will update the UI.
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bool set_shape(const Pointfs& shape, const std::string& custom_texture, const std::string& custom_model);
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const BoundingBoxf3& get_bounding_box(bool extended) const { return extended ? m_extended_bounding_box : m_bounding_box; }
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bool contains(const Point& point) const;
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Point point_projection(const Point& point) const;
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void render(GLCanvas3D& canvas, float theta, float scale_factor) const;
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private:
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void calc_bounding_boxes() const;
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void calc_triangles(const ExPolygon& poly);
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void calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox);
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EType detect_type(const Pointfs& shape) const;
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void render_axes() const;
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void render_prusa(GLCanvas3D& canvas, const std::string& key, bool bottom) const;
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void render_texture(const std::string& filename, bool bottom, GLCanvas3D& canvas) const;
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void render_model(const std::string& filename) const;
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void render_custom(GLCanvas3D& canvas, bool bottom) const;
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void render_default(bool bottom) const;
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void reset();
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};
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} // GUI
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} // Slic3r
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#endif // slic3r_3DBed_hpp_
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