PrusaSlicer-NonPlainar/xs/src/slic3r/GUI/3DScene.hpp

616 lines
29 KiB
C++

#ifndef slic3r_3DScene_hpp_
#define slic3r_3DScene_hpp_
#include "../../libslic3r/libslic3r.h"
#include "../../libslic3r/Point.hpp"
#include "../../libslic3r/Line.hpp"
#include "../../libslic3r/TriangleMesh.hpp"
#include "../../libslic3r/Utils.hpp"
#include "../../libslic3r/Model.hpp"
#include "../../slic3r/GUI/GLCanvas3DManager.hpp"
class wxBitmap;
class wxWindow;
namespace Slic3r {
class Print;
class PrintObject;
class Model;
class ModelObject;
class GCodePreviewData;
class DynamicPrintConfig;
class ExtrusionPath;
class ExtrusionMultiPath;
class ExtrusionLoop;
class ExtrusionEntity;
class ExtrusionEntityCollection;
// A container for interleaved arrays of 3D vertices and normals,
// possibly indexed by triangles and / or quads.
class GLIndexedVertexArray {
public:
GLIndexedVertexArray() :
vertices_and_normals_interleaved_VBO_id(0),
triangle_indices_VBO_id(0),
quad_indices_VBO_id(0)
{ this->setup_sizes(); }
GLIndexedVertexArray(const GLIndexedVertexArray &rhs) :
vertices_and_normals_interleaved(rhs.vertices_and_normals_interleaved),
triangle_indices(rhs.triangle_indices),
quad_indices(rhs.quad_indices),
vertices_and_normals_interleaved_VBO_id(0),
triangle_indices_VBO_id(0),
quad_indices_VBO_id(0)
{ this->setup_sizes(); }
GLIndexedVertexArray(GLIndexedVertexArray &&rhs) :
vertices_and_normals_interleaved(std::move(rhs.vertices_and_normals_interleaved)),
triangle_indices(std::move(rhs.triangle_indices)),
quad_indices(std::move(rhs.quad_indices)),
vertices_and_normals_interleaved_VBO_id(0),
triangle_indices_VBO_id(0),
quad_indices_VBO_id(0)
{ this->setup_sizes(); }
GLIndexedVertexArray& operator=(const GLIndexedVertexArray &rhs)
{
assert(vertices_and_normals_interleaved_VBO_id == 0);
assert(triangle_indices_VBO_id == 0);
assert(triangle_indices_VBO_id == 0);
this->vertices_and_normals_interleaved = rhs.vertices_and_normals_interleaved;
this->triangle_indices = rhs.triangle_indices;
this->quad_indices = rhs.quad_indices;
this->setup_sizes();
return *this;
}
GLIndexedVertexArray& operator=(GLIndexedVertexArray &&rhs)
{
assert(vertices_and_normals_interleaved_VBO_id == 0);
assert(triangle_indices_VBO_id == 0);
assert(triangle_indices_VBO_id == 0);
this->vertices_and_normals_interleaved = std::move(rhs.vertices_and_normals_interleaved);
this->triangle_indices = std::move(rhs.triangle_indices);
this->quad_indices = std::move(rhs.quad_indices);
this->setup_sizes();
return *this;
}
// Vertices and their normals, interleaved to be used by void glInterleavedArrays(GL_N3F_V3F, 0, x)
std::vector<float> vertices_and_normals_interleaved;
std::vector<int> triangle_indices;
std::vector<int> quad_indices;
// When the geometry data is loaded into the graphics card as Vertex Buffer Objects,
// the above mentioned std::vectors are cleared and the following variables keep their original length.
size_t vertices_and_normals_interleaved_size;
size_t triangle_indices_size;
size_t quad_indices_size;
// IDs of the Vertex Array Objects, into which the geometry has been loaded.
// Zero if the VBOs are not used.
unsigned int vertices_and_normals_interleaved_VBO_id;
unsigned int triangle_indices_VBO_id;
unsigned int quad_indices_VBO_id;
void load_mesh_flat_shading(const TriangleMesh &mesh);
void load_mesh_full_shading(const TriangleMesh &mesh);
inline bool has_VBOs() const { return vertices_and_normals_interleaved_VBO_id != 0; }
inline void reserve(size_t sz) {
this->vertices_and_normals_interleaved.reserve(sz * 6);
this->triangle_indices.reserve(sz * 3);
this->quad_indices.reserve(sz * 4);
}
inline void push_geometry(float x, float y, float z, float nx, float ny, float nz) {
if (this->vertices_and_normals_interleaved.size() + 6 > this->vertices_and_normals_interleaved.capacity())
this->vertices_and_normals_interleaved.reserve(next_highest_power_of_2(this->vertices_and_normals_interleaved.size() + 6));
this->vertices_and_normals_interleaved.push_back(nx);
this->vertices_and_normals_interleaved.push_back(ny);
this->vertices_and_normals_interleaved.push_back(nz);
this->vertices_and_normals_interleaved.push_back(x);
this->vertices_and_normals_interleaved.push_back(y);
this->vertices_and_normals_interleaved.push_back(z);
};
inline void push_geometry(double x, double y, double z, double nx, double ny, double nz) {
push_geometry(float(x), float(y), float(z), float(nx), float(ny), float(nz));
}
inline void push_geometry(const Vec3d& p, const Vec3d& n) {
push_geometry(p(0), p(1), p(2), n(0), n(1), n(2));
}
inline void push_triangle(int idx1, int idx2, int idx3) {
if (this->triangle_indices.size() + 3 > this->vertices_and_normals_interleaved.capacity())
this->triangle_indices.reserve(next_highest_power_of_2(this->triangle_indices.size() + 3));
this->triangle_indices.push_back(idx1);
this->triangle_indices.push_back(idx2);
this->triangle_indices.push_back(idx3);
};
inline void push_quad(int idx1, int idx2, int idx3, int idx4) {
if (this->quad_indices.size() + 4 > this->vertices_and_normals_interleaved.capacity())
this->quad_indices.reserve(next_highest_power_of_2(this->quad_indices.size() + 4));
this->quad_indices.push_back(idx1);
this->quad_indices.push_back(idx2);
this->quad_indices.push_back(idx3);
this->quad_indices.push_back(idx4);
};
// 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);
// Release the geometry data, release OpenGL VBOs.
void release_geometry();
// Render either using an immediate mode, or the VBOs.
void render() const;
void render(const std::pair<size_t, size_t> &tverts_range, const std::pair<size_t, size_t> &qverts_range) const;
// Is there any geometry data stored?
bool empty() const { return vertices_and_normals_interleaved_size == 0; }
// Is this object indexed, or is it just a set of triangles?
bool indexed() const { return ! this->empty() && this->triangle_indices_size + this->quad_indices_size > 0; }
void clear() {
this->vertices_and_normals_interleaved.clear();
this->triangle_indices.clear();
this->quad_indices.clear();
this->setup_sizes();
}
// Shrink the internal storage to tighly fit the data stored.
void shrink_to_fit() {
if (! this->has_VBOs())
this->setup_sizes();
this->vertices_and_normals_interleaved.shrink_to_fit();
this->triangle_indices.shrink_to_fit();
this->quad_indices.shrink_to_fit();
}
BoundingBoxf3 bounding_box() const {
BoundingBoxf3 bbox;
if (! this->vertices_and_normals_interleaved.empty()) {
bbox.defined = true;
bbox.min(0) = bbox.max(0) = this->vertices_and_normals_interleaved[3];
bbox.min(1) = bbox.max(1) = this->vertices_and_normals_interleaved[4];
bbox.min(2) = bbox.max(2) = this->vertices_and_normals_interleaved[5];
for (size_t i = 9; i < this->vertices_and_normals_interleaved.size(); i += 6) {
const float *verts = this->vertices_and_normals_interleaved.data() + i;
bbox.min(0) = std::min<coordf_t>(bbox.min(0), verts[0]);
bbox.min(1) = std::min<coordf_t>(bbox.min(1), verts[1]);
bbox.min(2) = std::min<coordf_t>(bbox.min(2), verts[2]);
bbox.max(0) = std::max<coordf_t>(bbox.max(0), verts[0]);
bbox.max(1) = std::max<coordf_t>(bbox.max(1), verts[1]);
bbox.max(2) = std::max<coordf_t>(bbox.max(2), verts[2]);
}
}
return bbox;
}
private:
inline void setup_sizes() {
vertices_and_normals_interleaved_size = this->vertices_and_normals_interleaved.size();
triangle_indices_size = this->triangle_indices.size();
quad_indices_size = this->quad_indices.size();
}
};
class LayersTexture
{
public:
LayersTexture() : width(0), height(0), levels(0), cells(0) {}
// Texture data
std::vector<char> data;
// Width of the texture, top level.
size_t width;
// Height of the texture, top level.
size_t height;
// For how many levels of detail is the data allocated?
size_t levels;
// Number of texture cells allocated for the height texture.
size_t cells;
};
class GLVolume {
struct LayerHeightTextureData
{
// ID of the layer height texture
unsigned int texture_id;
// ID of the shader used to render with the layer height texture
unsigned int shader_id;
// The print object to update when generating the layer height texture
const PrintObject* print_object;
float z_cursor_relative;
float edit_band_width;
LayerHeightTextureData() { reset(); }
void reset()
{
texture_id = 0;
shader_id = 0;
print_object = nullptr;
z_cursor_relative = 0.0f;
edit_band_width = 0.0f;
}
bool can_use() const { return (texture_id > 0) && (shader_id > 0) && (print_object != nullptr); }
};
public:
static const float SELECTED_COLOR[4];
static const float HOVER_COLOR[4];
static const float OUTSIDE_COLOR[4];
static const float SELECTED_OUTSIDE_COLOR[4];
GLVolume(float r = 1.f, float g = 1.f, float b = 1.f, float a = 1.f);
GLVolume(const float *rgba) : GLVolume(rgba[0], rgba[1], rgba[2], rgba[3]) {}
private:
// Offset of the volume to be rendered.
Vec3d m_offset;
#if ENABLE_MODELINSTANCE_3D_ROTATION
// Rotation around three axes of the volume to be rendered.
Vec3d m_rotation;
#else
// Rotation around Z axis of the volume to be rendered.
double m_rotation;
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
// Scale factor of the volume to be rendered.
double m_scaling_factor;
// World matrix of the volume to be rendered.
mutable Transform3f m_world_matrix;
// Whether or not is needed to recalculate the world matrix.
mutable bool m_world_matrix_dirty;
// Bounding box of this volume, in unscaled coordinates.
mutable BoundingBoxf3 m_transformed_bounding_box;
// Whether or not is needed to recalculate the transformed bounding box.
mutable bool m_transformed_bounding_box_dirty;
// Pointer to convex hull of the original mesh, if any.
const TriangleMesh* m_convex_hull;
// Bounding box of this volume, in unscaled coordinates.
mutable BoundingBoxf3 m_transformed_convex_hull_bounding_box;
// Whether or not is needed to recalculate the transformed convex hull bounding box.
mutable bool m_transformed_convex_hull_bounding_box_dirty;
public:
// Bounding box of this volume, in unscaled coordinates.
BoundingBoxf3 bounding_box;
// Color of the triangles / quads held by this volume.
float color[4];
// Color used to render this volume.
float render_color[4];
// An ID containing the object ID, volume ID and instance ID.
int composite_id;
// An ID for group selection. It may be the same for all meshes of all object instances, or for just a single object instance.
int select_group_id;
// An ID for group dragging. It may be the same for all meshes of all object instances, or for just a single object instance.
int drag_group_id;
// An ID containing the extruder ID (used to select color).
int extruder_id;
// Is this object selected?
bool selected;
// Whether or not this volume is active for rendering
bool is_active;
// Whether or not to use this volume when applying zoom_to_volumes()
bool zoom_to_volumes;
// Wheter or not this volume is enabled for outside print volume detection in shader.
bool shader_outside_printer_detection_enabled;
// Wheter or not this volume is outside print volume.
bool is_outside;
// Boolean: Is mouse over this object?
bool hover;
// Wheter or not this volume has been generated from a modifier
bool is_modifier;
// Wheter or not this volume has been generated from the wipe tower
bool is_wipe_tower;
// Wheter or not this volume has been generated from an extrusion path
bool is_extrusion_path;
// Interleaved triangles & normals with indexed triangles & quads.
GLIndexedVertexArray indexed_vertex_array;
// Ranges of triangle and quad indices to be rendered.
std::pair<size_t, size_t> tverts_range;
std::pair<size_t, size_t> qverts_range;
// If the qverts or tverts contain thick extrusions, then offsets keeps pointers of the starts
// of the extrusions per layer.
std::vector<coordf_t> print_zs;
// Offset into qverts & tverts, or offsets into indices stored into an OpenGL name_index_buffer.
std::vector<size_t> offsets;
void set_render_color(float r, float g, float b, float a);
void set_render_color(const float* rgba, unsigned int size);
// Sets render color in dependence of current state
void set_render_color();
#if ENABLE_MODELINSTANCE_3D_ROTATION
const Vec3d& get_rotation() const;
void set_rotation(const Vec3d& rotation);
#else
double get_rotation() const;
void set_rotation(double rotation);
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
const Vec3d& get_offset() const;
void set_offset(const Vec3d& offset);
void set_scaling_factor(double factor);
void set_convex_hull(const TriangleMesh& convex_hull);
void set_select_group_id(const std::string& select_by);
void set_drag_group_id(const std::string& drag_by);
int object_idx() const { return this->composite_id / 1000000; }
int volume_idx() const { return (this->composite_id / 1000) % 1000; }
int instance_idx() const { return this->composite_id % 1000; }
const Transform3f& world_matrix() const;
const BoundingBoxf3& transformed_bounding_box() const;
const BoundingBoxf3& transformed_convex_hull_bounding_box() const;
bool empty() const { return this->indexed_vertex_array.empty(); }
bool indexed() const { return this->indexed_vertex_array.indexed(); }
void set_range(coordf_t low, coordf_t high);
void render() const;
void render_using_layer_height() const;
void render_VBOs(int color_id, int detection_id, int worldmatrix_id) const;
void render_legacy() const;
void finalize_geometry(bool use_VBOs) { this->indexed_vertex_array.finalize_geometry(use_VBOs); }
void release_geometry() { this->indexed_vertex_array.release_geometry(); }
/************************************************ Layer height texture ****************************************************/
std::shared_ptr<LayersTexture> layer_height_texture;
// Data to render this volume using the layer height texture
LayerHeightTextureData layer_height_texture_data;
bool has_layer_height_texture() const
{ return this->layer_height_texture.get() != nullptr; }
size_t layer_height_texture_width() const
{ return (this->layer_height_texture.get() == nullptr) ? 0 : this->layer_height_texture->width; }
size_t layer_height_texture_height() const
{ return (this->layer_height_texture.get() == nullptr) ? 0 : this->layer_height_texture->height; }
size_t layer_height_texture_cells() const
{ return (this->layer_height_texture.get() == nullptr) ? 0 : this->layer_height_texture->cells; }
void* layer_height_texture_data_ptr_level0() const {
return (layer_height_texture.get() == nullptr) ? 0 :
(void*)layer_height_texture->data.data();
}
void* layer_height_texture_data_ptr_level1() const {
return (layer_height_texture.get() == nullptr) ? 0 :
(void*)(layer_height_texture->data.data() + layer_height_texture->width * layer_height_texture->height * 4);
}
double layer_height_texture_z_to_row_id() const;
void generate_layer_height_texture(const PrintObject *print_object, bool force);
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)
{
layer_height_texture_data.texture_id = texture_id;
layer_height_texture_data.shader_id = shader_id;
layer_height_texture_data.print_object = print_object;
layer_height_texture_data.z_cursor_relative = z_cursor_relative;
layer_height_texture_data.edit_band_width = edit_band_width;
}
void reset_layer_height_texture_data() { layer_height_texture_data.reset(); }
};
class GLVolumeCollection
{
// min and max vertex of the print box volume
float print_box_min[3];
float print_box_max[3];
public:
std::vector<GLVolume*> volumes;
GLVolumeCollection() {};
~GLVolumeCollection() { clear(); };
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);
void set_select_by(const std::string& select_by);
void set_drag_by(const std::string& drag_by);
// 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);
static void set_objects_selections(wxGLCanvas* canvas, const std::vector<int>& selections);
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);
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);
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 void register_on_viewport_changed_callback(wxGLCanvas* canvas, void* callback);
static void register_on_double_click_callback(wxGLCanvas* canvas, void* callback);
static void register_on_right_click_callback(wxGLCanvas* canvas, void* callback);
static void register_on_select_object_callback(wxGLCanvas* canvas, void* callback);
static void register_on_model_update_callback(wxGLCanvas* canvas, void* callback);
static void register_on_remove_object_callback(wxGLCanvas* canvas, void* callback);
static void register_on_arrange_callback(wxGLCanvas* canvas, void* callback);
static void register_on_rotate_object_left_callback(wxGLCanvas* canvas, void* callback);
static void register_on_rotate_object_right_callback(wxGLCanvas* canvas, void* callback);
static void register_on_scale_object_uniformly_callback(wxGLCanvas* canvas, void* callback);
static void register_on_increase_objects_callback(wxGLCanvas* canvas, void* callback);
static void register_on_decrease_objects_callback(wxGLCanvas* canvas, void* callback);
static void register_on_instance_moved_callback(wxGLCanvas* canvas, void* callback);
static void register_on_wipe_tower_moved_callback(wxGLCanvas* canvas, void* callback);
static void register_on_enable_action_buttons_callback(wxGLCanvas* canvas, void* callback);
static void register_on_gizmo_scale_uniformly_callback(wxGLCanvas* canvas, void* callback);
static void register_on_gizmo_rotate_callback(wxGLCanvas* canvas, void* callback);
static void register_on_gizmo_rotate_3D_callback(wxGLCanvas* canvas, void* callback);
static void register_on_gizmo_flatten_callback(wxGLCanvas* canvas, void* callback);
static void register_on_gizmo_flatten_3D_callback(wxGLCanvas* canvas, void* callback);
static void register_on_update_geometry_info_callback(wxGLCanvas* canvas, void* callback);
static void register_action_add_callback(wxGLCanvas* canvas, void* callback);
static void register_action_delete_callback(wxGLCanvas* canvas, void* callback);
static void register_action_deleteall_callback(wxGLCanvas* canvas, void* callback);
static void register_action_arrange_callback(wxGLCanvas* canvas, void* callback);
static void register_action_more_callback(wxGLCanvas* canvas, void* callback);
static void register_action_fewer_callback(wxGLCanvas* canvas, void* callback);
static void register_action_split_callback(wxGLCanvas* canvas, void* callback);
static void register_action_cut_callback(wxGLCanvas* canvas, void* callback);
static void register_action_settings_callback(wxGLCanvas* canvas, void* callback);
static void register_action_layersediting_callback(wxGLCanvas* canvas, void* callback);
static void register_action_selectbyparts_callback(wxGLCanvas* canvas, void* callback);
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();
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