138 lines
4.8 KiB
C++
138 lines
4.8 KiB
C++
#ifndef slic3r_GLGizmoSlaSupports_hpp_
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#define slic3r_GLGizmoSlaSupports_hpp_
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#include "GLGizmoBase.hpp"
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// There is an L function in igl that would be overridden by our localization macro - let's undefine it...
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#undef L
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#include <igl/AABB.h>
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#include "slic3r/GUI/I18N.hpp" // ...and redefine again when we are done with the igl code
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#include "libslic3r/SLA/SLACommon.hpp"
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#include "libslic3r/SLAPrint.hpp"
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namespace Slic3r {
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namespace GUI {
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class GLGizmoSlaSupports : public GLGizmoBase
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{
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private:
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ModelObject* m_model_object = nullptr;
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ModelObject* m_old_model_object = nullptr;
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int m_active_instance = -1;
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int m_old_instance_id = -1;
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std::pair<Vec3f, Vec3f> unproject_on_mesh(const Vec2d& mouse_pos);
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const float RenderPointScale = 1.f;
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GLUquadricObj* m_quadric;
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Eigen::MatrixXf m_V; // vertices
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Eigen::MatrixXi m_F; // facets indices
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igl::AABB<Eigen::MatrixXf,3> m_AABB;
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struct SourceDataSummary {
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Geometry::Transformation transformation;
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};
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class CacheEntry {
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public:
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CacheEntry(const sla::SupportPoint& point, bool sel, const Vec3f& norm = Vec3f::Zero()) :
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support_point(point), selected(sel), normal(norm) {}
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sla::SupportPoint support_point;
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bool selected; // whether the point is selected
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Vec3f normal;
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};
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// This holds information to decide whether recalculation is necessary:
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SourceDataSummary m_source_data;
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mutable Vec3d m_starting_center;
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public:
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#if ENABLE_SVG_ICONS
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GLGizmoSlaSupports(GLCanvas3D& parent, const std::string& icon_filename, unsigned int sprite_id);
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#else
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GLGizmoSlaSupports(GLCanvas3D& parent, unsigned int sprite_id);
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#endif // ENABLE_SVG_ICONS
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virtual ~GLGizmoSlaSupports();
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void set_sla_support_data(ModelObject* model_object, const GLCanvas3D::Selection& selection);
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bool mouse_event(SLAGizmoEventType action, const Vec2d& mouse_position, bool shift_down);
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void delete_selected_points(bool force = false);
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std::pair<float, float> get_sla_clipping_plane() const;
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private:
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bool on_init();
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void on_update(const UpdateData& data, const GLCanvas3D::Selection& selection);
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virtual void on_render(const GLCanvas3D::Selection& selection) const;
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virtual void on_render_for_picking(const GLCanvas3D::Selection& selection) const;
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void render_selection_rectangle() const;
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void render_points(const GLCanvas3D::Selection& selection, bool picking = false) const;
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bool is_mesh_update_necessary() const;
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void update_mesh();
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void update_cache_entry_normal(unsigned int i) const;
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#if !ENABLE_IMGUI
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void render_tooltip_texture() const;
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mutable GLTexture m_tooltip_texture;
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mutable GLTexture m_reset_texture;
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#endif // not ENABLE_IMGUI
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bool m_lock_unique_islands = false;
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bool m_editing_mode = false; // Is editing mode active?
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bool m_old_editing_state = false; // To keep track of whether the user toggled between the modes (needed for imgui refreshes).
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float m_new_point_head_diameter; // Size of a new point.
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float m_minimal_point_distance = 20.f;
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float m_density = 100.f;
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mutable std::vector<CacheEntry> m_editing_mode_cache; // a support point and whether it is currently selected
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float m_clipping_plane_distance = 0.f;
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bool m_selection_rectangle_active = false;
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Vec2d m_selection_rectangle_start_corner;
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Vec2d m_selection_rectangle_end_corner;
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bool m_ignore_up_event = false;
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bool m_combo_box_open = false; // To ensure proper rendering of the imgui combobox.
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bool m_unsaved_changes = false; // Are there unsaved changes in manual mode?
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bool m_selection_empty = true;
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EState m_old_state = Off; // to be able to see that the gizmo has just been closed (see on_set_state)
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int m_canvas_width;
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int m_canvas_height;
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std::vector<const ConfigOption*> get_config_options(const std::vector<std::string>& keys) const;
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// Methods that do the model_object and editing cache synchronization,
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// editing mode selection, etc:
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enum {
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AllPoints = -2,
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NoPoints,
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};
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void select_point(int i);
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void editing_mode_apply_changes();
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void editing_mode_discard_changes();
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void editing_mode_reload_cache();
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void get_data_from_backend();
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void auto_generate();
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void switch_to_editing_mode();
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protected:
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void on_set_state() override;
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void on_start_dragging(const GLCanvas3D::Selection& selection) override;
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#if ENABLE_IMGUI
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virtual void on_render_input_window(float x, float y, float bottom_limit, const GLCanvas3D::Selection& selection) override;
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#endif // ENABLE_IMGUI
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virtual std::string on_get_name() const;
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virtual bool on_is_activable(const GLCanvas3D::Selection& selection) const;
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virtual bool on_is_selectable() const;
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};
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} // namespace GUI
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} // namespace Slic3r
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#endif // slic3r_GLGizmoSlaSupports_hpp_
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