247 lines
9.1 KiB
C++
247 lines
9.1 KiB
C++
#include "3DScene.hpp"
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namespace Slic3r {
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void
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_3DScene::_extrusionentity_to_verts_do(const Lines &lines, const std::vector<double> &widths,
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const std::vector<double> &heights, bool closed, double top_z, const Point ©,
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GLVertexArray* qverts, GLVertexArray* tverts)
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{
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Line prev_line;
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Pointf prev_b1, prev_b2;
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Vectorf3 prev_xy_left_normal, prev_xy_right_normal;
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// loop once more in case of closed loops
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bool first_done = false;
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for (int i = 0; i <= lines.size(); ++i) {
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if (i == lines.size()) i = 0;
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const Line &line = lines.at(i);
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if (i == 0 && first_done && !closed) break;
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double len = line.length();
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if (len == 0) continue;
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double unscaled_len = unscale(len);
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double bottom_z = top_z - heights.at(i);
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double middle_z = (top_z + bottom_z) / 2;
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double dist = widths.at(i)/2; // scaled
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Vectorf v = Vectorf::new_unscale(line.vector());
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v.scale(1/unscaled_len);
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Pointf a = Pointf::new_unscale(line.a);
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Pointf b = Pointf::new_unscale(line.b);
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Pointf a1 = a;
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Pointf a2 = a;
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a1.translate(+dist*v.y, -dist*v.x);
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a2.translate(-dist*v.y, +dist*v.x);
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Pointf b1 = b;
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Pointf b2 = b;
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b1.translate(+dist*v.y, -dist*v.x);
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b2.translate(-dist*v.y, +dist*v.x);
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// calculate new XY normals
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Vector n = line.normal();
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Vectorf3 xy_right_normal = Vectorf3::new_unscale(n.x, n.y, 0);
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xy_right_normal.scale(1/unscaled_len);
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Vectorf3 xy_left_normal = xy_right_normal;
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xy_left_normal.scale(-1);
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if (first_done) {
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// if we're making a ccw turn, draw the triangles on the right side, otherwise draw them on the left side
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double ccw = line.b.ccw(prev_line);
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if (ccw > EPSILON) {
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tverts->reserve_more(6);
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// top-right vertex triangle between previous line and this one
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{
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// use the normal going to the right calculated for the previous line
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tverts->push_norm(prev_xy_right_normal);
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tverts->push_vert(prev_b1.x, prev_b1.y, middle_z);
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// use the normal going to the right calculated for this line
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tverts->push_norm(xy_right_normal);
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tverts->push_vert(a1.x, a1.y, middle_z);
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// normal going upwards
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tverts->push_norm(0,0,1);
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tverts->push_vert(a.x, a.y, top_z);
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}
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// bottom-right vertex triangle between previous line and this one
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{
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// use the normal going to the right calculated for the previous line
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tverts->push_norm(prev_xy_right_normal);
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tverts->push_vert(prev_b1.x, prev_b1.y, middle_z);
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// normal going downwards
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tverts->push_norm(0,0,-1);
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tverts->push_vert(a.x, a.y, bottom_z);
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// use the normal going to the right calculated for this line
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tverts->push_norm(xy_right_normal);
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tverts->push_vert(a1.x, a1.y, middle_z);
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}
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} else if (ccw < -EPSILON) {
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tverts->reserve_more(6);
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// top-left vertex triangle between previous line and this one
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{
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// use the normal going to the left calculated for the previous line
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tverts->push_norm(prev_xy_left_normal);
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tverts->push_vert(prev_b2.x, prev_b2.y, middle_z);
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// normal going upwards
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tverts->push_norm(0,0,1);
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tverts->push_vert(a.x, a.y, top_z);
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// use the normal going to the right calculated for this line
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tverts->push_norm(xy_left_normal);
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tverts->push_vert(a2.x, a2.y, middle_z);
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}
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// bottom-left vertex triangle between previous line and this one
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{
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// use the normal going to the left calculated for the previous line
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tverts->push_norm(prev_xy_left_normal);
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tverts->push_vert(prev_b2.x, prev_b2.y, middle_z);
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// use the normal going to the right calculated for this line
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tverts->push_norm(xy_left_normal);
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tverts->push_vert(a2.x, a2.y, middle_z);
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// normal going downwards
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tverts->push_norm(0,0,-1);
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tverts->push_vert(a.x, a.y, bottom_z);
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}
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}
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}
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// if this was the extra iteration we were only interested in the triangles
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if (first_done && i == 0) break;
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prev_line = line;
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prev_b1 = b1;
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prev_b2 = b2;
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prev_xy_right_normal = xy_right_normal;
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prev_xy_left_normal = xy_left_normal;
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if (!closed) {
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// terminate open paths with caps
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if (i == 0) {
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qverts->reserve_more(4);
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// normal pointing downwards
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qverts->push_norm(0,0,-1);
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qverts->push_vert(a.x, a.y, bottom_z);
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// normal pointing to the right
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qverts->push_norm(xy_right_normal);
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qverts->push_vert(a1.x, a1.y, middle_z);
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// normal pointing upwards
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qverts->push_norm(0,0,1);
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qverts->push_vert(a.x, a.y, top_z);
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// normal pointing to the left
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qverts->push_norm(xy_left_normal);
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qverts->push_vert(a2.x, a2.y, middle_z);
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} else if (i == lines.size()-1) {
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qverts->reserve_more(4);
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// normal pointing downwards
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qverts->push_norm(0,0,-1);
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qverts->push_vert(b.x, b.y, bottom_z);
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// normal pointing to the left
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qverts->push_norm(xy_left_normal);
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qverts->push_vert(b2.x, b2.y, middle_z);
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// normal pointing upwards
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qverts->push_norm(0,0,1);
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qverts->push_vert(b.x, b.y, top_z);
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// normal pointing to the right
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qverts->push_norm(xy_right_normal);
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qverts->push_vert(b1.x, b1.y, middle_z);
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}
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}
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qverts->reserve_more(16);
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// bottom-right face
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{
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// normal going downwards
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qverts->push_norm(0,0,-1);
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qverts->push_norm(0,0,-1);
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qverts->push_vert(a.x, a.y, bottom_z);
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qverts->push_vert(b.x, b.y, bottom_z);
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qverts->push_norm(xy_right_normal);
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qverts->push_norm(xy_right_normal);
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qverts->push_vert(b1.x, b1.y, middle_z);
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qverts->push_vert(a1.x, a1.y, middle_z);
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}
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// top-right face
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{
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qverts->push_norm(xy_right_normal);
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qverts->push_norm(xy_right_normal);
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qverts->push_vert(a1.x, a1.y, middle_z);
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qverts->push_vert(b1.x, b1.y, middle_z);
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// normal going upwards
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qverts->push_norm(0,0,1);
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qverts->push_norm(0,0,1);
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qverts->push_vert(b.x, b.y, top_z);
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qverts->push_vert(a.x, a.y, top_z);
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}
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// top-left face
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{
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qverts->push_norm(0,0,1);
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qverts->push_norm(0,0,1);
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qverts->push_vert(a.x, a.y, top_z);
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qverts->push_vert(b.x, b.y, top_z);
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qverts->push_norm(xy_left_normal);
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qverts->push_norm(xy_left_normal);
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qverts->push_vert(b2.x, b2.y, middle_z);
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qverts->push_vert(a2.x, a2.y, middle_z);
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}
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// bottom-left face
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{
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qverts->push_norm(xy_left_normal);
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qverts->push_norm(xy_left_normal);
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qverts->push_vert(a2.x, a2.y, middle_z);
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qverts->push_vert(b2.x, b2.y, middle_z);
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// normal going downwards
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qverts->push_norm(0,0,-1);
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qverts->push_norm(0,0,-1);
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qverts->push_vert(b.x, b.y, bottom_z);
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qverts->push_vert(a.x, a.y, bottom_z);
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}
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first_done = true;
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}
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}
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void
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GLVertexArray::load_mesh(const TriangleMesh &mesh)
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{
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this->reserve_more(3 * mesh.facets_count());
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for (int i = 0; i < mesh.stl.stats.number_of_facets; ++i) {
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stl_facet &facet = mesh.stl.facet_start[i];
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for (int j = 0; j <= 2; ++j) {
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this->push_norm(facet.normal.x, facet.normal.y, facet.normal.z);
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this->push_vert(facet.vertex[j].x, facet.vertex[j].y, facet.vertex[j].z);
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}
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}
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}
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#ifdef SLIC3RXS
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REGISTER_CLASS(GLVertexArray, "GUI::_3DScene::GLVertexArray");
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#endif
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}
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