778 lines
22 KiB
Plaintext
778 lines
22 KiB
Plaintext
%module{Slic3r::XS};
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#include <xsinit.h>
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#include "slic3r/GUI/GLShader.hpp"
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#include "slic3r/GUI/3DScene.hpp"
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%name{Slic3r::GUI::_3DScene::GLShader} class GLShader {
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GLShader();
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~GLShader();
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bool load_from_text(const char *fragment_shader, const char *vertex_shader);
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bool load_from_file(const char *fragment_shader, const char *vertex_shader);
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void release();
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int get_attrib_location(const char *name) const;
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int get_uniform_location(const char *name) const;
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bool set_uniform(const char *name, float value) const;
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void enable() const;
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void disable() const;
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int shader_program_id() const
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%code%{ RETVAL = THIS->shader_program_id; %};
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std::string last_error() const
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%code%{ RETVAL = THIS->last_error; %};
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};
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%name{Slic3r::GUI::_3DScene::GLVolume} class GLVolume {
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GLVolume();
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~GLVolume();
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std::vector<double> color()
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%code%{ RETVAL.reserve(4); RETVAL.push_back(THIS->color[0]); RETVAL.push_back(THIS->color[1]); RETVAL.push_back(THIS->color[2]); RETVAL.push_back(THIS->color[3]); %};
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int select_group_id()
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%code%{ RETVAL = THIS->select_group_id; %};
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int drag_group_id()
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%code%{ RETVAL = THIS->drag_group_id; %};
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int selected()
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%code%{ RETVAL = THIS->selected; %};
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void set_selected(int i)
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%code%{ THIS->selected = i; %};
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int hover()
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%code%{ RETVAL = THIS->hover; %};
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void set_hover(int i)
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%code%{ THIS->hover = i; %};
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int zoom_to_volumes()
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%code%{ RETVAL = THIS->zoom_to_volumes; %};
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void set_layer_height_texture_data(unsigned int texture_id, unsigned int shader_id, PrintObject* print_object, float z_cursor_relative, float edit_band_width);
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void reset_layer_height_texture_data();
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int object_idx() const;
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int volume_idx() const;
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int instance_idx() const;
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Clone<Pointf3> origin() const
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%code%{ RETVAL = THIS->origin; %};
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void translate(double x, double y, double z)
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%code%{ THIS->origin.translate(x, y, z); %};
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Clone<BoundingBoxf3> bounding_box() const
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%code%{ RETVAL = THIS->bounding_box; %};
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Clone<BoundingBoxf3> transformed_bounding_box() const;
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bool empty() const;
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bool indexed() const;
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void render() const;
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bool has_layer_height_texture();
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int layer_height_texture_width();
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int layer_height_texture_height();
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int layer_height_texture_cells();
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void* layer_height_texture_data_ptr_level0();
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void* layer_height_texture_data_ptr_level1();
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double layer_height_texture_z_to_row_id() const;
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void generate_layer_height_texture(PrintObject *print_object, bool force);
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};
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%name{Slic3r::GUI::_3DScene::GLVolume::Collection} class GLVolumeCollection {
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GLVolumeCollection();
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~GLVolumeCollection();
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std::vector<int> load_object(ModelObject *object, int obj_idx, std::vector<int> instance_idxs, std::string color_by, std::string select_by, std::string drag_by, bool use_VBOs);
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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);
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void erase()
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%code{% THIS->clear(); %};
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int count()
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%code{% RETVAL = THIS->volumes.size(); %};
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std::vector<double> get_current_print_zs(bool active_only)
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%code{% RETVAL = THIS->get_current_print_zs(active_only); %};
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void set_range(double low, double high);
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void render_VBOs() const;
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void render_legacy() const;
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void finalize_geometry(bool use_VBOs);
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void release_geometry();
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void set_print_box(float min_x, float min_y, float min_z, float max_x, float max_y, float max_z);
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bool check_outside_state(DynamicPrintConfig* config)
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%code%{
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RETVAL = THIS->check_outside_state(config);
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%};
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void reset_outside_state();
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void update_colors_by_extruder(DynamicPrintConfig* config);
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bool move_volume_up(int idx)
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%code%{
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if (idx > 0 && idx < int(THIS->volumes.size())) {
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std::swap(THIS->volumes[idx-1], THIS->volumes[idx]);
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std::swap(THIS->volumes[idx-1]->composite_id, THIS->volumes[idx]->composite_id);
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std::swap(THIS->volumes[idx-1]->select_group_id, THIS->volumes[idx]->select_group_id);
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std::swap(THIS->volumes[idx-1]->drag_group_id, THIS->volumes[idx]->drag_group_id);
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RETVAL = true;
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} else
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RETVAL = false;
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%};
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bool move_volume_down(int idx)
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%code%{
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if (idx >= 0 && idx + 1 < int(THIS->volumes.size())) {
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std::swap(THIS->volumes[idx+1], THIS->volumes[idx]);
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std::swap(THIS->volumes[idx+1]->composite_id, THIS->volumes[idx]->composite_id);
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std::swap(THIS->volumes[idx+1]->select_group_id, THIS->volumes[idx]->select_group_id);
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std::swap(THIS->volumes[idx+1]->drag_group_id, THIS->volumes[idx]->drag_group_id);
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RETVAL = true;
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} else
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RETVAL = false;
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%};
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%{
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SV*
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GLVolumeCollection::arrayref()
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CODE:
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AV* av = newAV();
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av_fill(av, THIS->volumes.size()-1);
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int i = 0;
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for (GLVolume *v : THIS->volumes) {
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av_store(av, i++, perl_to_SV_ref(*v));
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}
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RETVAL = newRV_noinc((SV*)av);
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OUTPUT:
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RETVAL
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%}
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};
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%package{Slic3r::GUI::_3DScene};
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%{
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void
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init_gl()
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CODE:
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_3DScene::init_gl();
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bool
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use_VBOs()
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CODE:
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RETVAL = _3DScene::use_VBOs();
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OUTPUT:
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RETVAL
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bool
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add_canvas(canvas, context)
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SV *canvas;
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SV *context;
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CODE:
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RETVAL = _3DScene::add_canvas((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), (wxGLContext*)wxPli_sv_2_object(aTHX_ context, "Wx::GLContext"));
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OUTPUT:
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RETVAL
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bool
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remove_canvas(canvas)
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SV *canvas;
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CODE:
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RETVAL = _3DScene::remove_canvas((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
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OUTPUT:
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RETVAL
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void
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remove_all_canvases()
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CODE:
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_3DScene::remove_all_canvases();
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bool
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init(canvas, useVBOs)
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SV *canvas;
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bool useVBOs;
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CODE:
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RETVAL = _3DScene::init((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), useVBOs);
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OUTPUT:
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RETVAL
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bool
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is_dirty(canvas)
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SV *canvas;
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CODE:
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RETVAL = _3DScene::is_dirty((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
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OUTPUT:
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RETVAL
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void
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set_dirty(canvas, dirty)
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SV *canvas;
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bool dirty;
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CODE:
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_3DScene::set_dirty((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), dirty);
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bool
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is_shown_on_screen(canvas)
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SV *canvas;
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CODE:
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RETVAL = _3DScene::is_shown_on_screen((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
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OUTPUT:
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RETVAL
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void
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resize(canvas, w, h)
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SV *canvas;
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unsigned int w;
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unsigned int h;
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CODE:
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_3DScene::resize((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), w, h);
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GLVolumeCollection*
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get_volumes(canvas)
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SV *canvas;
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CODE:
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RETVAL = _3DScene::get_volumes((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
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OUTPUT:
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RETVAL
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void
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set_volumes(canvas, volumes)
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SV *canvas;
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GLVolumeCollection *volumes;
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CODE:
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_3DScene::set_volumes((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), volumes);
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void
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reset_volumes(canvas)
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SV *canvas;
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CODE:
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_3DScene::reset_volumes((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
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void
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deselect_volumes(canvas)
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SV *canvas;
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CODE:
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_3DScene::deselect_volumes((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
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void
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select_volume(canvas, id)
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SV *canvas;
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unsigned int id;
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CODE:
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_3DScene::select_volume((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), id);
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DynamicPrintConfig*
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get_config(canvas)
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SV *canvas;
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CODE:
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RETVAL = _3DScene::get_config((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
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OUTPUT:
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RETVAL
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void
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set_config(canvas, config)
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SV *canvas;
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DynamicPrintConfig *config;
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CODE:
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_3DScene::set_config((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), config);
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void
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set_bed_shape(canvas, shape)
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SV *canvas;
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Pointfs shape;
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CODE:
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_3DScene::set_bed_shape((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), shape);
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void
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set_auto_bed_shape(canvas)
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SV *canvas;
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CODE:
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_3DScene::set_auto_bed_shape((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
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Clone<BoundingBoxf3>
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get_bed_bounding_box(canvas)
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SV *canvas;
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CODE:
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RETVAL = _3DScene::get_bed_bounding_box((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
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OUTPUT:
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RETVAL
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Clone<BoundingBoxf3>
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get_volumes_bounding_box(canvas)
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SV *canvas;
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CODE:
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RETVAL = _3DScene::get_volumes_bounding_box((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
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OUTPUT:
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RETVAL
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Clone<BoundingBoxf3>
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get_max_bounding_box(canvas)
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SV *canvas;
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CODE:
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RETVAL = _3DScene::get_max_bounding_box((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
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OUTPUT:
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RETVAL
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Clone<Pointf3>
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get_axes_origin(canvas)
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SV *canvas;
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CODE:
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RETVAL = _3DScene::get_axes_origin((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
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OUTPUT:
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RETVAL
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void
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set_axes_origin(canvas, origin)
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SV *canvas;
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Pointf3 *origin;
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CODE:
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_3DScene::set_axes_origin((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), origin);
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float
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get_axes_length(canvas)
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SV *canvas;
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CODE:
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RETVAL = _3DScene::get_axes_length((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
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OUTPUT:
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RETVAL
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void
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set_axes_length(canvas, length)
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SV *canvas;
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float length;
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CODE:
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_3DScene::set_axes_length((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), length);
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void
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set_cutting_plane(canvas, z, polygons)
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SV *canvas;
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float z;
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ExPolygons polygons;
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CODE:
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_3DScene::set_cutting_plane((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), z, polygons);
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unsigned int
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get_camera_type(canvas)
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SV *canvas;
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CODE:
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RETVAL = _3DScene::get_camera_type((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
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OUTPUT:
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RETVAL
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void
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set_camera_type(canvas, type)
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SV *canvas;
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unsigned int type;
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CODE:
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_3DScene::set_camera_type((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), type);
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std::string
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get_camera_type_as_string(canvas)
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SV *canvas;
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CODE:
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RETVAL = _3DScene::get_camera_type_as_string((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
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OUTPUT:
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RETVAL
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float
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get_camera_zoom(canvas)
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SV *canvas;
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CODE:
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RETVAL = _3DScene::get_camera_zoom((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
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OUTPUT:
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RETVAL
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void
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set_camera_zoom(canvas, zoom)
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SV *canvas;
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float zoom;
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CODE:
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_3DScene::set_camera_zoom((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), zoom);
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float
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get_camera_phi(canvas)
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SV *canvas;
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CODE:
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RETVAL = _3DScene::get_camera_phi((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
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OUTPUT:
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RETVAL
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void
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set_camera_phi(canvas, phi)
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SV *canvas;
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float phi;
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CODE:
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_3DScene::set_camera_phi((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), phi);
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float
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get_camera_theta(canvas)
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SV *canvas;
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CODE:
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RETVAL = _3DScene::get_camera_theta((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
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OUTPUT:
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RETVAL
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void
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set_camera_theta(canvas, theta)
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SV *canvas;
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float theta;
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CODE:
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_3DScene::set_camera_theta((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), theta);
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float
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get_camera_distance(canvas)
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SV *canvas;
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CODE:
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RETVAL = _3DScene::get_camera_distance((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
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OUTPUT:
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RETVAL
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void
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set_camera_distance(canvas, distance)
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SV *canvas;
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float distance;
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CODE:
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_3DScene::set_camera_distance((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), distance);
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Clone<Pointf3>
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get_camera_target(canvas)
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SV *canvas;
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CODE:
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RETVAL = _3DScene::get_camera_target((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
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OUTPUT:
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RETVAL
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void
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set_camera_target(canvas, target)
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SV *canvas;
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Pointf3 *target;
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CODE:
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_3DScene::set_camera_target((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), target);
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bool
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is_picking_enabled(canvas)
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SV *canvas;
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CODE:
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RETVAL = _3DScene::is_picking_enabled((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
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OUTPUT:
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RETVAL
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bool
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is_shader_enabled(canvas)
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SV *canvas;
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CODE:
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RETVAL = _3DScene::is_shader_enabled((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
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OUTPUT:
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RETVAL
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bool
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is_multisample_allowed(canvas)
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SV *canvas;
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CODE:
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RETVAL = _3DScene::is_multisample_allowed((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
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OUTPUT:
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RETVAL
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void
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enable_warning_texture(canvas, enable)
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SV *canvas;
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bool enable;
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CODE:
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_3DScene::enable_warning_texture((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), enable);
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void
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enable_legend_texture(canvas, enable)
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SV *canvas;
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bool enable;
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CODE:
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_3DScene::enable_legend_texture((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), enable);
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void
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enable_picking(canvas, enable)
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SV *canvas;
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bool enable;
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CODE:
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_3DScene::enable_picking((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), enable);
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void
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enable_shader(canvas, enable)
|
|
SV *canvas;
|
|
bool enable;
|
|
CODE:
|
|
_3DScene::enable_shader((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), enable);
|
|
|
|
void
|
|
allow_multisample(canvas, allow)
|
|
SV *canvas;
|
|
bool allow;
|
|
CODE:
|
|
_3DScene::allow_multisample((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), allow);
|
|
|
|
bool
|
|
is_mouse_dragging(canvas)
|
|
SV *canvas;
|
|
CODE:
|
|
RETVAL = _3DScene::is_mouse_dragging((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
|
|
OUTPUT:
|
|
RETVAL
|
|
|
|
void
|
|
set_mouse_dragging(canvas, dragging)
|
|
SV *canvas;
|
|
bool dragging;
|
|
CODE:
|
|
_3DScene::set_mouse_dragging((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), dragging);
|
|
|
|
Clone<Pointf>
|
|
get_mouse_position(canvas)
|
|
SV *canvas;
|
|
CODE:
|
|
RETVAL = _3DScene::get_mouse_position((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
|
|
OUTPUT:
|
|
RETVAL
|
|
|
|
void
|
|
set_mouse_position(canvas, position)
|
|
SV *canvas;
|
|
Pointf *position;
|
|
CODE:
|
|
_3DScene::set_mouse_position((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), position);
|
|
|
|
int
|
|
get_hover_volume_id(canvas)
|
|
SV *canvas;
|
|
CODE:
|
|
RETVAL = _3DScene::get_hover_volume_id((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
|
|
OUTPUT:
|
|
RETVAL
|
|
|
|
void
|
|
set_hover_volume_id(canvas, id)
|
|
SV *canvas;
|
|
int id;
|
|
CODE:
|
|
_3DScene::set_hover_volume_id((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), id);
|
|
|
|
void
|
|
zoom_to_bed(canvas)
|
|
SV *canvas;
|
|
CODE:
|
|
_3DScene::zoom_to_bed((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
|
|
|
|
void
|
|
zoom_to_volumes(canvas)
|
|
SV *canvas;
|
|
CODE:
|
|
_3DScene::zoom_to_volumes((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
|
|
|
|
void
|
|
select_view(canvas, direction)
|
|
SV *canvas;
|
|
std::string direction;
|
|
CODE:
|
|
_3DScene::select_view((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), direction);
|
|
|
|
bool
|
|
start_using_shader(canvas)
|
|
SV *canvas;
|
|
CODE:
|
|
RETVAL = _3DScene::start_using_shader((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
|
|
OUTPUT:
|
|
RETVAL
|
|
|
|
void
|
|
stop_using_shader(canvas)
|
|
SV *canvas;
|
|
CODE:
|
|
_3DScene::stop_using_shader((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
|
|
|
|
void
|
|
picking_pass(canvas)
|
|
SV *canvas;
|
|
CODE:
|
|
_3DScene::picking_pass((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
|
|
|
|
void
|
|
render_background(canvas)
|
|
SV *canvas;
|
|
CODE:
|
|
_3DScene::render_background((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
|
|
|
|
void
|
|
render_bed(canvas)
|
|
SV *canvas;
|
|
CODE:
|
|
_3DScene::render_bed((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
|
|
|
|
void
|
|
render_axes(canvas)
|
|
SV *canvas;
|
|
CODE:
|
|
_3DScene::render_axes((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
|
|
|
|
void
|
|
render_volumes(canvas, fake_colors)
|
|
SV *canvas;
|
|
bool fake_colors;
|
|
CODE:
|
|
_3DScene::render_volumes((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), fake_colors);
|
|
|
|
void
|
|
render_objects(canvas, useVBOs)
|
|
SV *canvas;
|
|
bool useVBOs;
|
|
CODE:
|
|
_3DScene::render_objects((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), useVBOs);
|
|
|
|
void
|
|
render_cutting_plane(canvas)
|
|
SV *canvas;
|
|
CODE:
|
|
_3DScene::render_cutting_plane((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
|
|
|
|
void
|
|
render_warning_texture(canvas)
|
|
SV *canvas;
|
|
CODE:
|
|
_3DScene::render_warning_texture((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
|
|
|
|
void
|
|
render_legend_texture(canvas)
|
|
SV *canvas;
|
|
CODE:
|
|
_3DScene::render_legend_texture((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
|
|
|
|
void
|
|
render_layer_editing_textures(canvas, print_object)
|
|
SV *canvas;
|
|
PrintObject *print_object;
|
|
CODE:
|
|
_3DScene::render_layer_editing_textures((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), print_object);
|
|
|
|
void
|
|
render_texture(canvas, tex_id, left, right, bottom, top)
|
|
SV *canvas;
|
|
unsigned int tex_id;
|
|
float left;
|
|
float right;
|
|
float bottom;
|
|
float top;
|
|
CODE:
|
|
_3DScene::render_texture((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), tex_id, left, right, bottom, top);
|
|
|
|
void
|
|
register_on_viewport_changed_callback(canvas, callback)
|
|
SV *canvas;
|
|
SV *callback;
|
|
CODE:
|
|
_3DScene::register_on_viewport_changed_callback((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), (void*)callback);
|
|
|
|
void
|
|
register_on_mark_volumes_for_layer_height_callback(canvas, callback)
|
|
SV *canvas;
|
|
SV *callback;
|
|
CODE:
|
|
_3DScene::register_on_mark_volumes_for_layer_height_callback((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), (void*)callback);
|
|
|
|
|
|
|
|
|
|
unsigned int
|
|
finalize_legend_texture()
|
|
CODE:
|
|
RETVAL = _3DScene::finalize_legend_texture();
|
|
OUTPUT:
|
|
RETVAL
|
|
|
|
unsigned int
|
|
get_legend_texture_width()
|
|
CODE:
|
|
RETVAL = _3DScene::get_legend_texture_width();
|
|
OUTPUT:
|
|
RETVAL
|
|
|
|
unsigned int
|
|
get_legend_texture_height()
|
|
CODE:
|
|
RETVAL = _3DScene::get_legend_texture_height();
|
|
OUTPUT:
|
|
RETVAL
|
|
|
|
void
|
|
reset_legend_texture()
|
|
CODE:
|
|
_3DScene::reset_legend_texture();
|
|
|
|
void
|
|
generate_warning_texture(std::string msg)
|
|
CODE:
|
|
_3DScene::generate_warning_texture(msg);
|
|
|
|
unsigned int
|
|
finalize_warning_texture()
|
|
CODE:
|
|
RETVAL = _3DScene::finalize_warning_texture();
|
|
OUTPUT:
|
|
RETVAL
|
|
|
|
unsigned int
|
|
get_warning_texture_width()
|
|
CODE:
|
|
RETVAL = _3DScene::get_warning_texture_width();
|
|
OUTPUT:
|
|
RETVAL
|
|
|
|
unsigned int
|
|
get_warning_texture_height()
|
|
CODE:
|
|
RETVAL = _3DScene::get_warning_texture_height();
|
|
OUTPUT:
|
|
RETVAL
|
|
|
|
void
|
|
reset_warning_texture()
|
|
CODE:
|
|
_3DScene::reset_warning_texture();
|
|
|
|
void
|
|
_load_print_toolpaths(print, volumes, tool_colors, use_VBOs)
|
|
Print *print;
|
|
GLVolumeCollection *volumes;
|
|
std::vector<std::string> tool_colors;
|
|
int use_VBOs;
|
|
CODE:
|
|
_3DScene::_load_print_toolpaths(print, volumes, tool_colors, use_VBOs != 0);
|
|
|
|
void
|
|
_load_print_object_toolpaths(print_object, volumes, tool_colors, use_VBOs)
|
|
PrintObject *print_object;
|
|
GLVolumeCollection *volumes;
|
|
std::vector<std::string> tool_colors;
|
|
int use_VBOs;
|
|
CODE:
|
|
_3DScene::_load_print_object_toolpaths(print_object, volumes, tool_colors, use_VBOs != 0);
|
|
|
|
void
|
|
_load_wipe_tower_toolpaths(print, volumes, tool_colors, use_VBOs)
|
|
Print *print;
|
|
GLVolumeCollection *volumes;
|
|
std::vector<std::string> tool_colors;
|
|
int use_VBOs;
|
|
CODE:
|
|
_3DScene::_load_wipe_tower_toolpaths(print, volumes, tool_colors, use_VBOs != 0);
|
|
|
|
void
|
|
load_gcode_preview(print, preview_data, volumes, str_tool_colors, use_VBOs)
|
|
Print *print;
|
|
GCodePreviewData *preview_data;
|
|
GLVolumeCollection *volumes;
|
|
std::vector<std::string> str_tool_colors;
|
|
int use_VBOs;
|
|
CODE:
|
|
_3DScene::load_gcode_preview(print, preview_data, volumes, str_tool_colors, use_VBOs != 0);
|
|
|
|
%}
|