PrusaSlicer-NonPlainar/src/slic3r/GUI/GLModel.hpp

68 lines
2.3 KiB
C++

#ifndef slic3r_GLModel_hpp_
#define slic3r_GLModel_hpp_
#include "libslic3r/Point.hpp"
#include "libslic3r/BoundingBox.hpp"
#include <vector>
#include <string>
namespace Slic3r {
class TriangleMesh;
namespace GUI {
struct GLModelInitializationData
{
std::vector<Vec3f> positions;
std::vector<Vec3f> normals;
std::vector<Vec3i> triangles;
};
class GLModel
{
unsigned int m_vbo_id{ 0 };
unsigned int m_ibo_id{ 0 };
size_t m_indices_count{ 0 };
BoundingBoxf3 m_bounding_box;
std::string m_filename;
public:
virtual ~GLModel() { reset(); }
void init_from(const GLModelInitializationData& data);
void init_from(const TriangleMesh& mesh);
bool init_from_file(const std::string& filename);
void reset();
void render() const;
const BoundingBoxf3& get_bounding_box() const { return m_bounding_box; }
const std::string& get_filename() const { return m_filename; }
private:
void send_to_gpu(const std::vector<float>& vertices, const std::vector<unsigned int>& indices);
};
// create an arrow with cylindrical stem and conical tip, with the given dimensions and resolution
// the origin of the arrow is in the center of the stem cap
// the arrow has its axis of symmetry along the Z axis and is pointing upward
GLModelInitializationData stilized_arrow(int resolution, float tip_radius, float tip_height, float stem_radius, float stem_height);
// create an arrow whose stem is a quarter of circle, with the given dimensions and resolution
// the origin of the arrow is in the center of the circle
// the arrow is contained in the 1st quadrant of the XY plane and is pointing counterclockwise
GLModelInitializationData circular_arrow(int resolution, float radius, float tip_height, float tip_width, float stem_width, float thickness);
// create an arrow with the given dimensions
// the origin of the arrow is in the center of the stem cap
// the arrow is contained in XY plane and has its main axis along the Y axis
GLModelInitializationData straight_arrow(float tip_width, float tip_height, float stem_width, float stem_height, float thickness);
} // namespace GUI
} // namespace Slic3r
#endif // slic3r_GLModel_hpp_