531 lines
21 KiB
C++
531 lines
21 KiB
C++
#include "libslic3r/libslic3r.h"
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#include "GLModel.hpp"
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#include "3DScene.hpp"
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#include "libslic3r/TriangleMesh.hpp"
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#include "libslic3r/Model.hpp"
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#include <boost/filesystem/operations.hpp>
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#include <boost/algorithm/string/predicate.hpp>
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#include <GL/glew.h>
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namespace Slic3r {
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namespace GUI {
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void GLModel::init_from(const GLModelInitializationData& data)
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{
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assert(!data.positions.empty() && !data.triangles.empty());
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assert(data.positions.size() == data.normals.size());
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if (m_vbo_id > 0) // call reset() if you want to reuse this model
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return;
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// vertices/normals data
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std::vector<float> vertices(6 * data.positions.size());
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for (size_t i = 0; i < data.positions.size(); ++i) {
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size_t offset = i * 6;
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::memcpy(static_cast<void*>(&vertices[offset]), static_cast<const void*>(data.positions[i].data()), 3 * sizeof(float));
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::memcpy(static_cast<void*>(&vertices[3 + offset]), static_cast<const void*>(data.normals[i].data()), 3 * sizeof(float));
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}
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// indices data
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std::vector<unsigned int> indices(3 * data.triangles.size());
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for (size_t i = 0; i < data.triangles.size(); ++i) {
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for (size_t j = 0; j < 3; ++j) {
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indices[i * 3 + j] = static_cast<unsigned int>(data.triangles[i][j]);
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}
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}
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m_indices_count = static_cast<unsigned int>(indices.size());
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m_bounding_box = BoundingBoxf3();
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for (size_t i = 0; i < data.positions.size(); ++i) {
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m_bounding_box.merge(data.positions[i].cast<double>());
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}
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send_to_gpu(vertices, indices);
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}
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void GLModel::init_from(const TriangleMesh& mesh)
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{
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if (m_vbo_id > 0) // call reset() if you want to reuse this model
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return;
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std::vector<float> vertices = std::vector<float>(18 * mesh.stl.stats.number_of_facets);
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std::vector<unsigned int> indices = std::vector<unsigned int>(3 * mesh.stl.stats.number_of_facets);
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unsigned int vertices_count = 0;
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for (uint32_t i = 0; i < mesh.stl.stats.number_of_facets; ++i) {
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const stl_facet& facet = mesh.stl.facet_start[i];
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for (uint32_t j = 0; j < 3; ++j) {
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uint32_t offset = i * 18 + j * 6;
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::memcpy(static_cast<void*>(&vertices[offset]), static_cast<const void*>(facet.vertex[j].data()), 3 * sizeof(float));
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::memcpy(static_cast<void*>(&vertices[3 + offset]), static_cast<const void*>(facet.normal.data()), 3 * sizeof(float));
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}
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for (uint32_t j = 0; j < 3; ++j) {
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indices[i * 3 + j] = vertices_count + j;
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}
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vertices_count += 3;
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}
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m_indices_count = static_cast<unsigned int>(indices.size());
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m_bounding_box = mesh.bounding_box();
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send_to_gpu(vertices, indices);
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}
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bool GLModel::init_from_file(const std::string& filename)
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{
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if (!boost::filesystem::exists(filename))
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return false;
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if (!boost::algorithm::iends_with(filename, ".stl"))
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return false;
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Model model;
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try
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{
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model = Model::read_from_file(filename);
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}
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catch (std::exception&)
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{
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return false;
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}
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init_from(model.mesh());
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m_filename = filename;
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return true;
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}
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void GLModel::reset()
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{
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// release gpu memory
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if (m_ibo_id > 0) {
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glsafe(::glDeleteBuffers(1, &m_ibo_id));
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m_ibo_id = 0;
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}
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if (m_vbo_id > 0) {
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glsafe(::glDeleteBuffers(1, &m_vbo_id));
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m_vbo_id = 0;
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}
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m_indices_count = 0;
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m_bounding_box = BoundingBoxf3();
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m_filename = std::string();
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}
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void GLModel::render() const
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{
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if (m_vbo_id == 0 || m_ibo_id == 0)
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return;
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
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glsafe(::glVertexPointer(3, GL_FLOAT, 6 * sizeof(float), (const void*)0));
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glsafe(::glNormalPointer(GL_FLOAT, 6 * sizeof(float), (const void*)(3 * sizeof(float))));
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glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
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glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
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glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo_id));
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glsafe(::glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_indices_count), GL_UNSIGNED_INT, (const void*)0));
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glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
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glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
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glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
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}
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void GLModel::send_to_gpu(const std::vector<float>& vertices, const std::vector<unsigned int>& indices)
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{
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// vertex data -> send to gpu
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glsafe(::glGenBuffers(1, &m_vbo_id));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
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glsafe(::glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), vertices.data(), GL_STATIC_DRAW));
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glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
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// indices data -> send to gpu
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glsafe(::glGenBuffers(1, &m_ibo_id));
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glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo_id));
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glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW));
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glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
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}
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GLModelInitializationData stilized_arrow(int resolution, float tip_radius, float tip_height, float stem_radius, float stem_height)
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{
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auto append_vertex = [](GLModelInitializationData& data, const Vec3f& position, const Vec3f& normal) {
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data.positions.emplace_back(position);
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data.normals.emplace_back(normal);
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};
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resolution = std::max(4, resolution);
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GLModelInitializationData data;
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const float angle_step = 2.0f * M_PI / static_cast<float>(resolution);
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std::vector<float> cosines(resolution);
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std::vector<float> sines(resolution);
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for (int i = 0; i < resolution; ++i)
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{
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float angle = angle_step * static_cast<float>(i);
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cosines[i] = ::cos(angle);
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sines[i] = -::sin(angle);
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}
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const float total_height = tip_height + stem_height;
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// tip vertices/normals
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append_vertex(data, { 0.0f, 0.0f, total_height }, Vec3f::UnitZ());
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for (int i = 0; i < resolution; ++i)
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{
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append_vertex(data, { tip_radius * sines[i], tip_radius * cosines[i], stem_height }, { sines[i], cosines[i], 0.0f });
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}
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// tip triangles
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for (int i = 0; i < resolution; ++i)
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{
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int v3 = (i < resolution - 1) ? i + 2 : 1;
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data.triangles.emplace_back(0, i + 1, v3);
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}
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// tip cap outer perimeter vertices
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for (int i = 0; i < resolution; ++i)
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{
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append_vertex(data, { tip_radius * sines[i], tip_radius * cosines[i], stem_height }, -Vec3f::UnitZ());
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}
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// tip cap inner perimeter vertices
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for (int i = 0; i < resolution; ++i)
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{
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append_vertex(data, { stem_radius * sines[i], stem_radius * cosines[i], stem_height }, -Vec3f::UnitZ());
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}
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// tip cap triangles
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for (int i = 0; i < resolution; ++i)
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{
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int v2 = (i < resolution - 1) ? i + resolution + 2 : resolution + 1;
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int v3 = (i < resolution - 1) ? i + 2 * resolution + 2 : 2 * resolution + 1;
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data.triangles.emplace_back(i + resolution + 1, v3, v2);
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data.triangles.emplace_back(i + resolution + 1, i + 2 * resolution + 1, v3);
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}
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// stem bottom vertices
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for (int i = 0; i < resolution; ++i)
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{
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append_vertex(data, { stem_radius * sines[i], stem_radius * cosines[i], stem_height }, { sines[i], cosines[i], 0.0f });
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}
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// stem top vertices
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for (int i = 0; i < resolution; ++i)
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{
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append_vertex(data, { stem_radius * sines[i], stem_radius * cosines[i], 0.0f }, { sines[i], cosines[i], 0.0f });
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}
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// stem triangles
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for (int i = 0; i < resolution; ++i)
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{
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int v2 = (i < resolution - 1) ? i + 3 * resolution + 2 : 3 * resolution + 1;
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int v3 = (i < resolution - 1) ? i + 4 * resolution + 2 : 4 * resolution + 1;
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data.triangles.emplace_back(i + 3 * resolution + 1, v3, v2);
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data.triangles.emplace_back(i + 3 * resolution + 1, i + 4 * resolution + 1, v3);
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}
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// stem cap vertices
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append_vertex(data, Vec3f::Zero(), -Vec3f::UnitZ());
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for (int i = 0; i < resolution; ++i)
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{
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append_vertex(data, { stem_radius * sines[i], stem_radius * cosines[i], 0.0f }, -Vec3f::UnitZ());
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}
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// stem cap triangles
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for (int i = 0; i < resolution; ++i)
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{
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int v3 = (i < resolution - 1) ? i + 5 * resolution + 3 : 5 * resolution + 2;
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data.triangles.emplace_back(5 * resolution + 1, v3, i + 5 * resolution + 2);
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}
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return data;
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}
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GLModelInitializationData circular_arrow(int resolution, float radius, float tip_height, float tip_width, float stem_width, float thickness)
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{
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auto append_vertex = [](GLModelInitializationData& data, const Vec3f& position, const Vec3f& normal) {
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data.positions.emplace_back(position);
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data.normals.emplace_back(normal);
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};
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resolution = std::max(2, resolution);
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GLModelInitializationData data;
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const float half_thickness = 0.5f * thickness;
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const float half_stem_width = 0.5f * stem_width;
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const float half_tip_width = 0.5f * tip_width;
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const float outer_radius = radius + half_stem_width;
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const float inner_radius = radius - half_stem_width;
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const float step_angle = 0.5f * PI / static_cast<float>(resolution);
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// tip
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// top face vertices
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append_vertex(data, { 0.0f, outer_radius, half_thickness }, Vec3f::UnitZ());
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append_vertex(data, { 0.0f, radius + half_tip_width, half_thickness }, Vec3f::UnitZ());
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append_vertex(data, { -tip_height, radius, half_thickness }, Vec3f::UnitZ());
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append_vertex(data, { 0.0f, radius - half_tip_width, half_thickness }, Vec3f::UnitZ());
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append_vertex(data, { 0.0f, inner_radius, half_thickness }, Vec3f::UnitZ());
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// top face triangles
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data.triangles.emplace_back(0, 1, 2);
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data.triangles.emplace_back(0, 2, 4);
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data.triangles.emplace_back(4, 2, 3);
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// bottom face vertices
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append_vertex(data, { 0.0f, outer_radius, -half_thickness }, -Vec3f::UnitZ());
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append_vertex(data, { 0.0f, radius + half_tip_width, -half_thickness }, -Vec3f::UnitZ());
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append_vertex(data, { -tip_height, radius, -half_thickness }, -Vec3f::UnitZ());
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append_vertex(data, { 0.0f, radius - half_tip_width, -half_thickness }, -Vec3f::UnitZ());
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append_vertex(data, { 0.0f, inner_radius, -half_thickness }, -Vec3f::UnitZ());
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// bottom face triangles
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data.triangles.emplace_back(5, 7, 6);
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data.triangles.emplace_back(5, 9, 7);
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data.triangles.emplace_back(9, 8, 7);
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// side faces vertices
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append_vertex(data, { 0.0f, outer_radius, -half_thickness }, Vec3f::UnitX());
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append_vertex(data, { 0.0f, radius + half_tip_width, -half_thickness }, Vec3f::UnitX());
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append_vertex(data, { 0.0f, outer_radius, half_thickness }, Vec3f::UnitX());
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append_vertex(data, { 0.0f, radius + half_tip_width, half_thickness }, Vec3f::UnitX());
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Vec3f normal(-half_tip_width, tip_height, 0.0f);
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normal.normalize();
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append_vertex(data, { 0.0f, radius + half_tip_width, -half_thickness }, normal);
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append_vertex(data, { -tip_height, radius, -half_thickness }, normal);
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append_vertex(data, { 0.0f, radius + half_tip_width, half_thickness }, normal);
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append_vertex(data, { -tip_height, radius, half_thickness }, normal);
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normal = Vec3f(-half_tip_width, -tip_height, 0.0f);
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normal.normalize();
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append_vertex(data, { -tip_height, radius, -half_thickness }, normal);
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append_vertex(data, { 0.0f, radius - half_tip_width, -half_thickness }, normal);
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append_vertex(data, { -tip_height, radius, half_thickness }, normal);
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append_vertex(data, { 0.0f, radius - half_tip_width, half_thickness }, normal);
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append_vertex(data, { 0.0f, radius - half_tip_width, -half_thickness }, Vec3f::UnitX());
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append_vertex(data, { 0.0f, inner_radius, -half_thickness }, Vec3f::UnitX());
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append_vertex(data, { 0.0f, radius - half_tip_width, half_thickness }, Vec3f::UnitX());
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append_vertex(data, { 0.0f, inner_radius, half_thickness }, Vec3f::UnitX());
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// side face triangles
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for (int i = 0; i < 4; ++i)
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{
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int ii = i * 4;
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data.triangles.emplace_back(10 + ii, 11 + ii, 13 + ii);
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data.triangles.emplace_back(10 + ii, 13 + ii, 12 + ii);
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}
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// stem
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// top face vertices
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for (int i = 0; i <= resolution; ++i)
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{
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float angle = static_cast<float>(i) * step_angle;
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append_vertex(data, { inner_radius * ::sin(angle), inner_radius * ::cos(angle), half_thickness }, Vec3f::UnitZ());
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}
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for (int i = 0; i <= resolution; ++i)
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{
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float angle = static_cast<float>(i) * step_angle;
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append_vertex(data, { outer_radius * ::sin(angle), outer_radius * ::cos(angle), half_thickness }, Vec3f::UnitZ());
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}
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// top face triangles
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for (int i = 0; i < resolution; ++i)
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{
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data.triangles.emplace_back(26 + i, 27 + i, 27 + resolution + i);
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data.triangles.emplace_back(27 + i, 28 + resolution + i, 27 + resolution + i);
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}
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// bottom face vertices
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for (int i = 0; i <= resolution; ++i)
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{
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float angle = static_cast<float>(i) * step_angle;
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append_vertex(data, { inner_radius * ::sin(angle), inner_radius * ::cos(angle), -half_thickness }, -Vec3f::UnitZ());
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}
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for (int i = 0; i <= resolution; ++i)
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{
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float angle = static_cast<float>(i) * step_angle;
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append_vertex(data, { outer_radius * ::sin(angle), outer_radius * ::cos(angle), -half_thickness }, -Vec3f::UnitZ());
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}
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// bottom face triangles
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for (int i = 0; i < resolution; ++i)
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{
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data.triangles.emplace_back(28 + 2 * resolution + i, 29 + 3 * resolution + i, 29 + 2 * resolution + i);
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data.triangles.emplace_back(29 + 2 * resolution + i, 29 + 3 * resolution + i, 30 + 3 * resolution + i);
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}
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// side faces vertices and triangles
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for (int i = 0; i <= resolution; ++i)
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{
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float angle = static_cast<float>(i) * step_angle;
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float c = ::cos(angle);
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float s = ::sin(angle);
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append_vertex(data, { inner_radius * s, inner_radius * c, -half_thickness }, { -s, -c, 0.0f });
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}
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for (int i = 0; i <= resolution; ++i)
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{
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float angle = static_cast<float>(i) * step_angle;
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float c = ::cos(angle);
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float s = ::sin(angle);
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append_vertex(data, { inner_radius * s, inner_radius * c, half_thickness }, { -s, -c, 0.0f });
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}
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int first_id = 26 + 4 * (resolution + 1);
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for (int i = 0; i < resolution; ++i)
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{
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int ii = first_id + i;
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data.triangles.emplace_back(ii, ii + 1, ii + resolution + 2);
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data.triangles.emplace_back(ii, ii + resolution + 2, ii + resolution + 1);
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}
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append_vertex(data, { inner_radius, 0.0f, -half_thickness }, -Vec3f::UnitY());
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append_vertex(data, { outer_radius, 0.0f, -half_thickness }, -Vec3f::UnitY());
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append_vertex(data, { inner_radius, 0.0f, half_thickness }, -Vec3f::UnitY());
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append_vertex(data, { outer_radius, 0.0f, half_thickness }, -Vec3f::UnitY());
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first_id = 26 + 6 * (resolution + 1);
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data.triangles.emplace_back(first_id, first_id + 1, first_id + 3);
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data.triangles.emplace_back(first_id, first_id + 3, first_id + 2);
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for (int i = resolution; i >= 0; --i)
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{
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float angle = static_cast<float>(i) * step_angle;
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float c = ::cos(angle);
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float s = ::sin(angle);
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append_vertex(data, { outer_radius * s, outer_radius * c, -half_thickness }, { s, c, 0.0f });
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}
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for (int i = resolution; i >= 0; --i)
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{
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float angle = static_cast<float>(i) * step_angle;
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float c = ::cos(angle);
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float s = ::sin(angle);
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append_vertex(data, { outer_radius * s, outer_radius * c, +half_thickness }, { s, c, 0.0f });
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}
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first_id = 30 + 6 * (resolution + 1);
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for (int i = 0; i < resolution; ++i)
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{
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int ii = first_id + i;
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data.triangles.emplace_back(ii, ii + 1, ii + resolution + 2);
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data.triangles.emplace_back(ii, ii + resolution + 2, ii + resolution + 1);
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}
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return data;
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}
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GLModelInitializationData straight_arrow(float tip_width, float tip_height, float stem_width, float stem_height, float thickness)
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{
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auto append_vertex = [](GLModelInitializationData& data, const Vec3f& position, const Vec3f& normal) {
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data.positions.emplace_back(position);
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data.normals.emplace_back(normal);
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};
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GLModelInitializationData data;
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const float half_thickness = 0.5f * thickness;
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const float half_stem_width = 0.5f * stem_width;
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const float half_tip_width = 0.5f * tip_width;
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const float total_height = tip_height + stem_height;
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|
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// top face vertices
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append_vertex(data, { half_stem_width, 0.0, half_thickness }, Vec3f::UnitZ());
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append_vertex(data, { half_stem_width, stem_height, half_thickness }, Vec3f::UnitZ());
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append_vertex(data, { half_tip_width, stem_height, half_thickness }, Vec3f::UnitZ());
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append_vertex(data, { 0.0, total_height, half_thickness }, Vec3f::UnitZ());
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append_vertex(data, { -half_tip_width, stem_height, half_thickness }, Vec3f::UnitZ());
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append_vertex(data, { -half_stem_width, stem_height, half_thickness }, Vec3f::UnitZ());
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append_vertex(data, { -half_stem_width, 0.0, half_thickness }, Vec3f::UnitZ());
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|
|
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// top face triangles
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data.triangles.emplace_back(0, 1, 6);
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data.triangles.emplace_back(6, 1, 5);
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data.triangles.emplace_back(4, 5, 3);
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data.triangles.emplace_back(5, 1, 3);
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data.triangles.emplace_back(1, 2, 3);
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|
|
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// bottom face vertices
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append_vertex(data, { half_stem_width, 0.0, -half_thickness }, -Vec3f::UnitZ());
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append_vertex(data, { half_stem_width, stem_height, -half_thickness }, -Vec3f::UnitZ());
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append_vertex(data, { half_tip_width, stem_height, -half_thickness }, -Vec3f::UnitZ());
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append_vertex(data, { 0.0, total_height, -half_thickness }, -Vec3f::UnitZ());
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append_vertex(data, { -half_tip_width, stem_height, -half_thickness }, -Vec3f::UnitZ());
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append_vertex(data, { -half_stem_width, stem_height, -half_thickness }, -Vec3f::UnitZ());
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append_vertex(data, { -half_stem_width, 0.0, -half_thickness }, -Vec3f::UnitZ());
|
|
|
|
// bottom face triangles
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|
data.triangles.emplace_back(7, 13, 8);
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|
data.triangles.emplace_back(13, 12, 8);
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|
data.triangles.emplace_back(12, 11, 10);
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|
data.triangles.emplace_back(8, 12, 10);
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|
data.triangles.emplace_back(9, 8, 10);
|
|
|
|
// side faces vertices
|
|
append_vertex(data, { half_stem_width, 0.0, -half_thickness }, Vec3f::UnitX());
|
|
append_vertex(data, { half_stem_width, stem_height, -half_thickness }, Vec3f::UnitX());
|
|
append_vertex(data, { half_stem_width, 0.0, half_thickness }, Vec3f::UnitX());
|
|
append_vertex(data, { half_stem_width, stem_height, half_thickness }, Vec3f::UnitX());
|
|
|
|
append_vertex(data, { half_stem_width, stem_height, -half_thickness }, -Vec3f::UnitY());
|
|
append_vertex(data, { half_tip_width, stem_height, -half_thickness }, -Vec3f::UnitY());
|
|
append_vertex(data, { half_stem_width, stem_height, half_thickness }, -Vec3f::UnitY());
|
|
append_vertex(data, { half_tip_width, stem_height, half_thickness }, -Vec3f::UnitY());
|
|
|
|
Vec3f normal(tip_height, half_tip_width, 0.0f);
|
|
normal.normalize();
|
|
append_vertex(data, { half_tip_width, stem_height, -half_thickness }, normal);
|
|
append_vertex(data, { 0.0, total_height, -half_thickness }, normal);
|
|
append_vertex(data, { half_tip_width, stem_height, half_thickness }, normal);
|
|
append_vertex(data, { 0.0, total_height, half_thickness }, normal);
|
|
|
|
normal = Vec3f(-tip_height, half_tip_width, 0.0f);
|
|
normal.normalize();
|
|
append_vertex(data, { 0.0, total_height, -half_thickness }, normal);
|
|
append_vertex(data, { -half_tip_width, stem_height, -half_thickness }, normal);
|
|
append_vertex(data, { 0.0, total_height, half_thickness }, normal);
|
|
append_vertex(data, { -half_tip_width, stem_height, half_thickness }, normal);
|
|
|
|
append_vertex(data, { -half_tip_width, stem_height, -half_thickness }, -Vec3f::UnitY());
|
|
append_vertex(data, { -half_stem_width, stem_height, -half_thickness }, -Vec3f::UnitY());
|
|
append_vertex(data, { -half_tip_width, stem_height, half_thickness }, -Vec3f::UnitY());
|
|
append_vertex(data, { -half_stem_width, stem_height, half_thickness }, -Vec3f::UnitY());
|
|
|
|
append_vertex(data, { -half_stem_width, stem_height, -half_thickness }, -Vec3f::UnitX());
|
|
append_vertex(data, { -half_stem_width, 0.0, -half_thickness }, -Vec3f::UnitX());
|
|
append_vertex(data, { -half_stem_width, stem_height, half_thickness }, -Vec3f::UnitX());
|
|
append_vertex(data, { -half_stem_width, 0.0, half_thickness }, -Vec3f::UnitX());
|
|
|
|
append_vertex(data, { -half_stem_width, 0.0, -half_thickness }, -Vec3f::UnitY());
|
|
append_vertex(data, { half_stem_width, 0.0, -half_thickness }, -Vec3f::UnitY());
|
|
append_vertex(data, { -half_stem_width, 0.0, half_thickness }, -Vec3f::UnitY());
|
|
append_vertex(data, { half_stem_width, 0.0, half_thickness }, -Vec3f::UnitY());
|
|
|
|
// side face triangles
|
|
for (int i = 0; i < 7; ++i)
|
|
{
|
|
int ii = i * 4;
|
|
data.triangles.emplace_back(14 + ii, 15 + ii, 17 + ii);
|
|
data.triangles.emplace_back(14 + ii, 17 + ii, 16 + ii);
|
|
}
|
|
|
|
return data;
|
|
}
|
|
|
|
} // namespace GUI
|
|
} // namespace Slic3r
|