PrusaSlicer-NonPlainar/src/slic3r/GUI/GLCanvas3D.hpp

850 lines
30 KiB
C++

#ifndef slic3r_GLCanvas3D_hpp_
#define slic3r_GLCanvas3D_hpp_
#include <stddef.h>
#include <memory>
#if ENABLE_CANVAS_TOOLTIP_USING_IMGUI
#include <chrono>
#endif // ENABLE_CANVAS_TOOLTIP_USING_IMGUI
#include "3DScene.hpp"
#include "GLToolbar.hpp"
#include "GLShader.hpp"
#include "Event.hpp"
#include "Selection.hpp"
#include "Gizmos/GLGizmosManager.hpp"
#include "GUI_ObjectLayers.hpp"
#include "GLSelectionRectangle.hpp"
#include "MeshUtils.hpp"
#if !ENABLE_NON_STATIC_CANVAS_MANAGER
#include "Camera.hpp"
#endif // !ENABLE_NON_STATIC_CANVAS_MANAGER
#include <float.h>
#include <wx/timer.h>
class wxSizeEvent;
class wxIdleEvent;
class wxKeyEvent;
class wxMouseEvent;
class wxTimerEvent;
class wxPaintEvent;
class wxGLCanvas;
#if ENABLE_NON_STATIC_CANVAS_MANAGER
class wxGLContext;
#endif // ENABLE_NON_STATIC_CANVAS_MANAGER
// Support for Retina OpenGL on Mac OS
#define ENABLE_RETINA_GL __APPLE__
namespace Slic3r {
class Bed3D;
struct Camera;
class BackgroundSlicingProcess;
class GCodePreviewData;
struct ThumbnailData;
struct SlicingParameters;
enum LayerHeightEditActionType : unsigned int;
namespace GUI {
#if ENABLE_RETINA_GL
class RetinaHelper;
#endif
class Size
{
int m_width;
int m_height;
float m_scale_factor;
public:
Size();
Size(int width, int height, float scale_factor = 1.0);
int get_width() const;
void set_width(int width);
int get_height() const;
void set_height(int height);
int get_scale_factor() const;
void set_scale_factor(int height);
};
wxDECLARE_EVENT(EVT_GLCANVAS_OBJECT_SELECT, SimpleEvent);
using Vec2dEvent = Event<Vec2d>;
// _bool_ value is used as a indicator of selection in the 3DScene
using RBtnEvent = Event<std::pair<Vec2d, bool>>;
template <size_t N> using Vec2dsEvent = ArrayEvent<Vec2d, N>;
using Vec3dEvent = Event<Vec3d>;
template <size_t N> using Vec3dsEvent = ArrayEvent<Vec3d, N>;
using HeightProfileSmoothEvent = Event<HeightProfileSmoothingParams>;
wxDECLARE_EVENT(EVT_GLCANVAS_SCHEDULE_BACKGROUND_PROCESS, SimpleEvent);
wxDECLARE_EVENT(EVT_GLCANVAS_RIGHT_CLICK, RBtnEvent);
wxDECLARE_EVENT(EVT_GLCANVAS_REMOVE_OBJECT, SimpleEvent);
wxDECLARE_EVENT(EVT_GLCANVAS_ARRANGE, SimpleEvent);
wxDECLARE_EVENT(EVT_GLCANVAS_SELECT_ALL, SimpleEvent);
wxDECLARE_EVENT(EVT_GLCANVAS_QUESTION_MARK, SimpleEvent);
wxDECLARE_EVENT(EVT_GLCANVAS_INCREASE_INSTANCES, Event<int>); // data: +1 => increase, -1 => decrease
wxDECLARE_EVENT(EVT_GLCANVAS_INSTANCE_MOVED, SimpleEvent);
wxDECLARE_EVENT(EVT_GLCANVAS_FORCE_UPDATE, SimpleEvent);
wxDECLARE_EVENT(EVT_GLCANVAS_WIPETOWER_MOVED, Vec3dEvent);
wxDECLARE_EVENT(EVT_GLCANVAS_INSTANCE_ROTATED, SimpleEvent);
wxDECLARE_EVENT(EVT_GLCANVAS_INSTANCE_SCALED, SimpleEvent);
wxDECLARE_EVENT(EVT_GLCANVAS_WIPETOWER_ROTATED, Vec3dEvent);
wxDECLARE_EVENT(EVT_GLCANVAS_ENABLE_ACTION_BUTTONS, Event<bool>);
wxDECLARE_EVENT(EVT_GLCANVAS_UPDATE_GEOMETRY, Vec3dsEvent<2>);
wxDECLARE_EVENT(EVT_GLCANVAS_MOUSE_DRAGGING_FINISHED, SimpleEvent);
wxDECLARE_EVENT(EVT_GLCANVAS_UPDATE_BED_SHAPE, SimpleEvent);
wxDECLARE_EVENT(EVT_GLCANVAS_TAB, SimpleEvent);
wxDECLARE_EVENT(EVT_GLCANVAS_RESETGIZMOS, SimpleEvent);
wxDECLARE_EVENT(EVT_GLCANVAS_MOVE_DOUBLE_SLIDER, wxKeyEvent);
wxDECLARE_EVENT(EVT_GLCANVAS_EDIT_COLOR_CHANGE, wxKeyEvent);
wxDECLARE_EVENT(EVT_GLCANVAS_UNDO, SimpleEvent);
wxDECLARE_EVENT(EVT_GLCANVAS_REDO, SimpleEvent);
wxDECLARE_EVENT(EVT_GLCANVAS_RESET_LAYER_HEIGHT_PROFILE, SimpleEvent);
wxDECLARE_EVENT(EVT_GLCANVAS_ADAPTIVE_LAYER_HEIGHT_PROFILE, Event<float>);
wxDECLARE_EVENT(EVT_GLCANVAS_SMOOTH_LAYER_HEIGHT_PROFILE, HeightProfileSmoothEvent);
wxDECLARE_EVENT(EVT_GLCANVAS_RELOAD_FROM_DISK, SimpleEvent);
class GLCanvas3D
{
static const double DefaultCameraZoomToBoxMarginFactor;
public:
struct GCodePreviewVolumeIndex
{
enum EType
{
Extrusion,
Travel,
Retraction,
Unretraction,
Shell,
Num_Geometry_Types
};
struct FirstVolume
{
EType type;
unsigned int flag;
// Index of the first volume in a GLVolumeCollection.
unsigned int id;
FirstVolume(EType type, unsigned int flag, unsigned int id) : type(type), flag(flag), id(id) {}
};
std::vector<FirstVolume> first_volumes;
void reset() { first_volumes.clear(); }
};
private:
class LayersEditing
{
public:
enum EState : unsigned char
{
Unknown,
Editing,
Completed,
Num_States
};
private:
static const float THICKNESS_BAR_WIDTH;
bool m_enabled;
Shader m_shader;
unsigned int m_z_texture_id;
// Not owned by LayersEditing.
const DynamicPrintConfig *m_config;
// ModelObject for the currently selected object (Model::objects[last_object_id]).
const ModelObject *m_model_object;
// Maximum z of the currently selected object (Model::objects[last_object_id]).
float m_object_max_z;
// Owned by LayersEditing.
SlicingParameters *m_slicing_parameters;
std::vector<double> m_layer_height_profile;
bool m_layer_height_profile_modified;
mutable float m_adaptive_quality;
mutable HeightProfileSmoothingParams m_smooth_params;
class LayersTexture
{
public:
LayersTexture() : width(0), height(0), levels(0), cells(0), valid(false) {}
// Texture data
std::vector<char> data;
// Width of the texture, top level.
size_t width;
// Height of the texture, top level.
size_t height;
// For how many levels of detail is the data allocated?
size_t levels;
// Number of texture cells allocated for the height texture.
size_t cells;
// Does it need to be refreshed?
bool valid;
};
LayersTexture m_layers_texture;
public:
EState state;
float band_width;
float strength;
int last_object_id;
float last_z;
LayerHeightEditActionType last_action;
LayersEditing();
~LayersEditing();
bool init(const std::string& vertex_shader_filename, const std::string& fragment_shader_filename);
void set_config(const DynamicPrintConfig* config);
void select_object(const Model &model, int object_id);
bool is_allowed() const;
bool is_enabled() const;
void set_enabled(bool enabled);
void render_overlay(const GLCanvas3D& canvas) const;
void render_volumes(const GLCanvas3D& canvas, const GLVolumeCollection& volumes) const;
void adjust_layer_height_profile();
void accept_changes(GLCanvas3D& canvas);
void reset_layer_height_profile(GLCanvas3D& canvas);
void adaptive_layer_height_profile(GLCanvas3D& canvas, float quality_factor);
void smooth_layer_height_profile(GLCanvas3D& canvas, const HeightProfileSmoothingParams& smoothing_params);
static float get_cursor_z_relative(const GLCanvas3D& canvas);
static bool bar_rect_contains(const GLCanvas3D& canvas, float x, float y);
static Rect get_bar_rect_screen(const GLCanvas3D& canvas);
static Rect get_bar_rect_viewport(const GLCanvas3D& canvas);
float object_max_z() const { return m_object_max_z; }
std::string get_tooltip(const GLCanvas3D& canvas) const;
private:
bool is_initialized() const;
void generate_layer_height_texture();
void render_active_object_annotations(const GLCanvas3D& canvas, const Rect& bar_rect) const;
void render_profile(const Rect& bar_rect) const;
void update_slicing_parameters();
static float thickness_bar_width(const GLCanvas3D &canvas);
};
struct Mouse
{
struct Drag
{
static const Point Invalid_2D_Point;
static const Vec3d Invalid_3D_Point;
static const int MoveThresholdPx;
Point start_position_2D;
Vec3d start_position_3D;
int move_volume_idx;
bool move_requires_threshold;
Point move_start_threshold_position_2D;
public:
Drag();
};
bool dragging;
Vec2d position;
Vec3d scene_position;
Drag drag;
bool ignore_left_up;
Mouse();
void set_start_position_2D_as_invalid() { drag.start_position_2D = Drag::Invalid_2D_Point; }
void set_start_position_3D_as_invalid() { drag.start_position_3D = Drag::Invalid_3D_Point; }
void set_move_start_threshold_position_2D_as_invalid() { drag.move_start_threshold_position_2D = Drag::Invalid_2D_Point; }
bool is_start_position_2D_defined() const { return (drag.start_position_2D != Drag::Invalid_2D_Point); }
bool is_start_position_3D_defined() const { return (drag.start_position_3D != Drag::Invalid_3D_Point); }
bool is_move_start_threshold_position_2D_defined() const { return (drag.move_start_threshold_position_2D != Drag::Invalid_2D_Point); }
bool is_move_threshold_met(const Point& mouse_pos) const {
return (std::abs(mouse_pos(0) - drag.move_start_threshold_position_2D(0)) > Drag::MoveThresholdPx)
|| (std::abs(mouse_pos(1) - drag.move_start_threshold_position_2D(1)) > Drag::MoveThresholdPx);
}
};
struct SlaCap
{
struct Triangles
{
Pointf3s object;
Pointf3s supports;
};
typedef std::map<unsigned int, Triangles> ObjectIdToTrianglesMap;
double z;
ObjectIdToTrianglesMap triangles;
SlaCap() { reset(); }
void reset() { z = DBL_MAX; triangles.clear(); }
bool matches(double z) const { return this->z == z; }
};
class WarningTexture : public GUI::GLTexture
{
public:
WarningTexture();
enum Warning {
ObjectOutside,
ToolpathOutside,
SlaSupportsOutside,
SomethingNotShown,
ObjectClashed
};
// Sets a warning of the given type to be active/inactive. If several warnings are active simultaneously,
// only the last one is shown (decided by the order in the enum above).
void activate(WarningTexture::Warning warning, bool state, const GLCanvas3D& canvas);
void render(const GLCanvas3D& canvas) const;
// function used to get an information for rescaling of the warning
void msw_rescale(const GLCanvas3D& canvas);
private:
static const unsigned char Background_Color[3];
static const unsigned char Opacity;
int m_original_width;
int m_original_height;
// information for rescaling of the warning legend
std::string m_msg_text = "";
bool m_is_colored_red{false};
// Information about which warnings are currently active.
std::vector<Warning> m_warnings;
// Generates the texture with given text.
bool generate(const std::string& msg, const GLCanvas3D& canvas, bool compress, bool red_colored = false);
};
class LegendTexture : public GUI::GLTexture
{
static const int Px_Title_Offset = 5;
static const int Px_Text_Offset = 5;
static const int Px_Square = 20;
static const int Px_Square_Contour = 1;
static const int Px_Border = Px_Square / 2;
static const unsigned char Squares_Border_Color[3];
static const unsigned char Default_Background_Color[3];
static const unsigned char Error_Background_Color[3];
static const unsigned char Opacity;
int m_original_width;
int m_original_height;
public:
LegendTexture();
void fill_color_print_legend_items(const GLCanvas3D& canvas,
const std::vector<float>& colors_in,
std::vector<float>& colors,
std::vector<std::string>& cp_legend_items);
bool generate(const GCodePreviewData& preview_data, const std::vector<float>& tool_colors, const GLCanvas3D& canvas, bool compress);
void render(const GLCanvas3D& canvas) const;
};
#if ENABLE_RENDER_STATISTICS
struct RenderStats
{
long long last_frame;
RenderStats() : last_frame(0) {}
};
#endif // ENABLE_RENDER_STATISTICS
class Labels
{
bool m_enabled{ false };
bool m_shown{ false };
GLCanvas3D& m_canvas;
public:
explicit Labels(GLCanvas3D& canvas) : m_canvas(canvas) {}
void enable(bool enable) { m_enabled = enable; }
void show(bool show) { m_shown = m_enabled ? show : false; }
bool is_shown() const { return m_shown; }
void render(const std::vector<const ModelInstance*>& sorted_instances) const;
};
#if ENABLE_CANVAS_TOOLTIP_USING_IMGUI
class Tooltip
{
std::string m_text;
std::chrono::steady_clock::time_point m_start_time;
// Indicator that the mouse is inside an ImGUI dialog, therefore the tooltip should be suppressed.
bool m_in_imgui = false;
public:
bool is_empty() const { return m_text.empty(); }
void set_text(const std::string& text);
void render(const Vec2d& mouse_position, GLCanvas3D& canvas) const;
// Indicates that the mouse is inside an ImGUI dialog, therefore the tooltip should be suppressed.
void set_in_imgui(bool b) { m_in_imgui = b; }
bool is_in_imgui() const { return m_in_imgui; }
};
#endif // ENABLE_CANVAS_TOOLTIP_USING_IMGUI
#if ENABLE_SLOPE_RENDERING
class Slope
{
bool m_enabled{ false };
GLCanvas3D& m_canvas;
GLVolumeCollection& m_volumes;
public:
Slope(GLCanvas3D& canvas, GLVolumeCollection& volumes) : m_canvas(canvas), m_volumes(volumes) {}
void enable(bool enable) { m_enabled = enable; }
bool is_enabled() const { return m_enabled; }
void show(bool show) { m_volumes.set_slope_active(m_enabled ? show : false); }
bool is_shown() const { return m_volumes.is_slope_active(); }
void render() const;
};
#endif // ENABLE_SLOPE_RENDERING
public:
enum ECursorType : unsigned char
{
Standard,
Cross
};
private:
wxGLCanvas* m_canvas;
wxGLContext* m_context;
#if ENABLE_RETINA_GL
std::unique_ptr<RetinaHelper> m_retina_helper;
#endif
bool m_in_render;
LegendTexture m_legend_texture;
WarningTexture m_warning_texture;
wxTimer m_timer;
#if !ENABLE_NON_STATIC_CANVAS_MANAGER
Bed3D& m_bed;
Camera& m_camera;
GLToolbar& m_view_toolbar;
#endif // !ENABLE_NON_STATIC_CANVAS_MANAGER
LayersEditing m_layers_editing;
Shader m_shader;
Mouse m_mouse;
mutable GLGizmosManager m_gizmos;
mutable GLToolbar m_main_toolbar;
mutable GLToolbar m_undoredo_toolbar;
ClippingPlane m_clipping_planes[2];
mutable ClippingPlane m_camera_clipping_plane;
bool m_use_clipping_planes;
mutable SlaCap m_sla_caps[2];
std::string m_sidebar_field;
// when true renders an extra frame by not resetting m_dirty to false
// see request_extra_frame()
bool m_extra_frame_requested;
mutable GLVolumeCollection m_volumes;
Selection m_selection;
const DynamicPrintConfig* m_config;
Model* m_model;
BackgroundSlicingProcess *m_process;
// Screen is only refreshed from the OnIdle handler if it is dirty.
bool m_dirty;
bool m_initialized;
bool m_apply_zoom_to_volumes_filter;
mutable std::vector<int> m_hover_volume_idxs;
bool m_legend_texture_enabled;
bool m_picking_enabled;
bool m_moving_enabled;
bool m_dynamic_background_enabled;
bool m_multisample_allowed;
bool m_moving;
bool m_tab_down;
ECursorType m_cursor_type;
GLSelectionRectangle m_rectangle_selection;
// Following variable is obsolete and it should be safe to remove it.
// I just don't want to do it now before a release (Lukas Matena 24.3.2019)
bool m_render_sla_auxiliaries;
std::string m_color_by;
bool m_reload_delayed;
GCodePreviewVolumeIndex m_gcode_preview_volume_index;
#if ENABLE_RENDER_PICKING_PASS
bool m_show_picking_texture;
#endif // ENABLE_RENDER_PICKING_PASS
#if ENABLE_RENDER_STATISTICS
RenderStats m_render_stats;
#endif // ENABLE_RENDER_STATISTICS
mutable int m_imgui_undo_redo_hovered_pos{ -1 };
int m_selected_extruder;
Labels m_labels;
#if ENABLE_CANVAS_TOOLTIP_USING_IMGUI
mutable Tooltip m_tooltip;
#endif // ENABLE_CANVAS_TOOLTIP_USING_IMGUI
#if ENABLE_SLOPE_RENDERING
Slope m_slope;
#endif // ENABLE_SLOPE_RENDERING
public:
#if ENABLE_NON_STATIC_CANVAS_MANAGER
explicit GLCanvas3D(wxGLCanvas* canvas);
#else
GLCanvas3D(wxGLCanvas* canvas, Bed3D& bed, Camera& camera, GLToolbar& view_toolbar);
#endif // ENABLE_NON_STATIC_CANVAS_MANAGER
~GLCanvas3D();
#if ENABLE_NON_STATIC_CANVAS_MANAGER
bool is_initialized() const { return m_initialized; }
#endif // ENABLE_NON_STATIC_CANVAS_MANAGER
void set_context(wxGLContext* context) { m_context = context; }
wxGLCanvas* get_wxglcanvas() { return m_canvas; }
const wxGLCanvas* get_wxglcanvas() const { return m_canvas; }
bool init();
void post_event(wxEvent &&event);
void set_as_dirty();
unsigned int get_volumes_count() const;
const GLVolumeCollection& get_volumes() const { return m_volumes; }
void reset_volumes();
int check_volumes_outside_state() const;
void toggle_sla_auxiliaries_visibility(bool visible, const ModelObject* mo = nullptr, int instance_idx = -1);
void toggle_model_objects_visibility(bool visible, const ModelObject* mo = nullptr, int instance_idx = -1);
void update_instance_printable_state_for_object(size_t obj_idx);
void update_instance_printable_state_for_objects(std::vector<size_t>& object_idxs);
void set_config(const DynamicPrintConfig* config);
void set_process(BackgroundSlicingProcess* process);
void set_model(Model* model);
const Model* get_model() const { return m_model; }
const Selection& get_selection() const { return m_selection; }
Selection& get_selection() { return m_selection; }
const GLGizmosManager& get_gizmos_manager() const { return m_gizmos; }
GLGizmosManager& get_gizmos_manager() { return m_gizmos; }
void bed_shape_changed();
void set_clipping_plane(unsigned int id, const ClippingPlane& plane)
{
if (id < 2)
{
m_clipping_planes[id] = plane;
m_sla_caps[id].reset();
}
}
void reset_clipping_planes_cache() { m_sla_caps[0].triangles.clear(); m_sla_caps[1].triangles.clear(); }
void set_use_clipping_planes(bool use) { m_use_clipping_planes = use; }
void set_color_by(const std::string& value);
#if ENABLE_NON_STATIC_CANVAS_MANAGER
void refresh_camera_scene_box();
#else
void refresh_camera_scene_box() { m_camera.set_scene_box(scene_bounding_box()); }
const Camera& get_camera() const { return m_camera; }
Camera& get_camera() { return m_camera; }
#endif // ENABLE_NON_STATIC_CANVAS_MANAGER
const Shader& get_shader() const { return m_shader; }
BoundingBoxf3 volumes_bounding_box() const;
BoundingBoxf3 scene_bounding_box() const;
bool is_layers_editing_enabled() const;
bool is_layers_editing_allowed() const;
void reset_layer_height_profile();
void adaptive_layer_height_profile(float quality_factor);
void smooth_layer_height_profile(const HeightProfileSmoothingParams& smoothing_params);
bool is_reload_delayed() const;
void enable_layers_editing(bool enable);
void enable_legend_texture(bool enable);
void enable_picking(bool enable);
void enable_moving(bool enable);
void enable_gizmos(bool enable);
void enable_selection(bool enable);
void enable_main_toolbar(bool enable);
void enable_undoredo_toolbar(bool enable);
void enable_dynamic_background(bool enable);
void enable_labels(bool enable) { m_labels.enable(enable); }
#if ENABLE_SLOPE_RENDERING
void enable_slope(bool enable) { m_slope.enable(enable); }
#endif // ENABLE_SLOPE_RENDERING
void allow_multisample(bool allow);
void zoom_to_bed();
void zoom_to_volumes();
void zoom_to_selection();
void select_view(const std::string& direction);
void update_volumes_colors_by_extruder();
bool is_dragging() const { return m_gizmos.is_dragging() || m_moving; }
void render();
// printable_only == false -> render also non printable volumes as grayed
// parts_only == false -> render also sla support and pad
void render_thumbnail(ThumbnailData& thumbnail_data, unsigned int w, unsigned int h, bool printable_only, bool parts_only, bool show_bed, bool transparent_background) const;
void select_all();
void deselect_all();
void delete_selected();
void ensure_on_bed(unsigned int object_idx);
std::vector<double> get_current_print_zs(bool active_only) const;
void set_toolpaths_range(double low, double high);
std::vector<int> load_object(const ModelObject& model_object, int obj_idx, std::vector<int> instance_idxs);
std::vector<int> load_object(const Model& model, int obj_idx);
void mirror_selection(Axis axis);
void reload_scene(bool refresh_immediately, bool force_full_scene_refresh = false);
void load_gcode_preview(const GCodePreviewData& preview_data, const std::vector<std::string>& str_tool_colors);
void load_sla_preview();
void load_preview(const std::vector<std::string>& str_tool_colors, const std::vector<CustomGCode::Item>& color_print_values);
void bind_event_handlers();
void unbind_event_handlers();
void on_size(wxSizeEvent& evt);
void on_idle(wxIdleEvent& evt);
void on_char(wxKeyEvent& evt);
void on_key(wxKeyEvent& evt);
void on_mouse_wheel(wxMouseEvent& evt);
void on_timer(wxTimerEvent& evt);
void on_mouse(wxMouseEvent& evt);
void on_paint(wxPaintEvent& evt);
Size get_canvas_size() const;
Vec2d get_local_mouse_position() const;
void reset_legend_texture();
void set_tooltip(const std::string& tooltip) const;
// the following methods add a snapshot to the undo/redo stack, unless the given string is empty
void do_move(const std::string& snapshot_type);
void do_rotate(const std::string& snapshot_type);
void do_scale(const std::string& snapshot_type);
void do_flatten(const Vec3d& normal, const std::string& snapshot_type);
void do_mirror(const std::string& snapshot_type);
void update_gizmos_on_off_state();
void reset_all_gizmos() { m_gizmos.reset_all_states(); }
void handle_sidebar_focus_event(const std::string& opt_key, bool focus_on);
void handle_layers_data_focus_event(const t_layer_height_range range, const EditorType type);
void update_ui_from_settings();
#if !ENABLE_NON_STATIC_CANVAS_MANAGER
float get_view_toolbar_height() const { return m_view_toolbar.get_height(); }
#endif // !ENABLE_NON_STATIC_CANVAS_MANAGER
int get_move_volume_id() const { return m_mouse.drag.move_volume_idx; }
int get_first_hover_volume_idx() const { return m_hover_volume_idxs.empty() ? -1 : m_hover_volume_idxs.front(); }
void set_selected_extruder(int extruder) { m_selected_extruder = extruder;}
class WipeTowerInfo {
protected:
Vec2d m_pos = {std::nan(""), std::nan("")};
Vec2d m_bb_size = {0., 0.};
double m_rotation = 0.;
friend class GLCanvas3D;
public:
inline operator bool() const
{
return !std::isnan(m_pos.x()) && !std::isnan(m_pos.y());
}
inline const Vec2d& pos() const { return m_pos; }
inline double rotation() const { return m_rotation; }
inline const Vec2d bb_size() const { return m_bb_size; }
void apply_wipe_tower() const;
};
WipeTowerInfo get_wipe_tower_info() const;
// Returns the view ray line, in world coordinate, at the given mouse position.
Linef3 mouse_ray(const Point& mouse_pos);
void set_mouse_as_dragging() { m_mouse.dragging = true; }
bool is_mouse_dragging() const { return m_mouse.dragging; }
double get_size_proportional_to_max_bed_size(double factor) const;
void set_cursor(ECursorType type);
void msw_rescale();
void request_extra_frame() { m_extra_frame_requested = true; }
int get_main_toolbar_item_id(const std::string& name) const { return m_main_toolbar.get_item_id(name); }
void force_main_toolbar_left_action(int item_id) { m_main_toolbar.force_left_action(item_id, *this); }
void force_main_toolbar_right_action(int item_id) { m_main_toolbar.force_right_action(item_id, *this); }
bool has_toolpaths_to_export() const;
void export_toolpaths_to_obj(const char* filename) const;
void mouse_up_cleanup();
bool are_labels_shown() const { return m_labels.is_shown(); }
void show_labels(bool show) { m_labels.show(show); }
#if ENABLE_SLOPE_RENDERING
bool is_slope_shown() const { return m_slope.is_shown(); }
void show_slope(bool show) { m_slope.show(show); }
#endif // ENABLE_SLOPE_RENDERING
private:
bool _is_shown_on_screen() const;
bool _init_toolbars();
bool _init_main_toolbar();
bool _init_undoredo_toolbar();
bool _init_view_toolbar();
bool _set_current();
void _resize(unsigned int w, unsigned int h);
BoundingBoxf3 _max_bounding_box(bool include_gizmos, bool include_bed_model) const;
void _zoom_to_box(const BoundingBoxf3& box, double margin_factor = DefaultCameraZoomToBoxMarginFactor);
void _update_camera_zoom(double zoom);
void _refresh_if_shown_on_screen();
void _picking_pass() const;
void _rectangular_selection_picking_pass() const;
void _render_background() const;
void _render_bed(float theta, bool show_axes) const;
void _render_objects() const;
void _render_selection() const;
#if ENABLE_RENDER_SELECTION_CENTER
void _render_selection_center() const;
#endif // ENABLE_RENDER_SELECTION_CENTER
void _render_overlays() const;
void _render_warning_texture() const;
void _render_legend_texture() const;
void _render_volumes_for_picking() const;
void _render_current_gizmo() const;
void _render_gizmos_overlay() const;
void _render_main_toolbar() const;
void _render_undoredo_toolbar() const;
void _render_view_toolbar() const;
#if ENABLE_SHOW_CAMERA_TARGET
void _render_camera_target() const;
#endif // ENABLE_SHOW_CAMERA_TARGET
void _render_sla_slices() const;
void _render_selection_sidebar_hints() const;
bool _render_undo_redo_stack(const bool is_undo, float pos_x) const;
void _render_thumbnail_internal(ThumbnailData& thumbnail_data, bool printable_only, bool parts_only, bool show_bed, bool transparent_background) const;
// render thumbnail using an off-screen framebuffer
void _render_thumbnail_framebuffer(ThumbnailData& thumbnail_data, unsigned int w, unsigned int h, bool printable_only, bool parts_only, bool show_bed, bool transparent_background) const;
// render thumbnail using an off-screen framebuffer when GLEW_EXT_framebuffer_object is supported
void _render_thumbnail_framebuffer_ext(ThumbnailData& thumbnail_data, unsigned int w, unsigned int h, bool printable_only, bool parts_only, bool show_bed, bool transparent_background) const;
// render thumbnail using the default framebuffer
void _render_thumbnail_legacy(ThumbnailData& thumbnail_data, unsigned int w, unsigned int h, bool printable_only, bool parts_only, bool show_bed, bool transparent_background) const;
void _update_volumes_hover_state() const;
void _perform_layer_editing_action(wxMouseEvent* evt = nullptr);
// Convert the screen space coordinate to an object space coordinate.
// If the Z screen space coordinate is not provided, a depth buffer value is substituted.
Vec3d _mouse_to_3d(const Point& mouse_pos, float* z = nullptr);
// Convert the screen space coordinate to world coordinate on the bed.
Vec3d _mouse_to_bed_3d(const Point& mouse_pos);
void _start_timer();
void _stop_timer();
// Create 3D thick extrusion lines for a skirt and brim.
// Adds a new Slic3r::GUI::3DScene::Volume to volumes.
void _load_print_toolpaths();
// Create 3D thick extrusion lines for object forming extrusions.
// Adds a new Slic3r::GUI::3DScene::Volume to $self->volumes,
// one for perimeters, one for infill and one for supports.
void _load_print_object_toolpaths(const PrintObject& print_object, const std::vector<std::string>& str_tool_colors,
const std::vector<CustomGCode::Item>& color_print_values);
// Create 3D thick extrusion lines for wipe tower extrusions
void _load_wipe_tower_toolpaths(const std::vector<std::string>& str_tool_colors);
// generates gcode extrusion paths geometry
void _load_gcode_extrusion_paths(const GCodePreviewData& preview_data, const std::vector<float>& tool_colors);
// generates gcode travel paths geometry
void _load_gcode_travel_paths(const GCodePreviewData& preview_data, const std::vector<float>& tool_colors);
// generates objects and wipe tower geometry
void _load_fff_shells();
// Load SLA objects and support structures for objects, for which the slaposSliceSupports step has been finished.
void _load_sla_shells();
// sets gcode geometry visibility according to user selection
void _update_gcode_volumes_visibility(const GCodePreviewData& preview_data);
void _update_toolpath_volumes_outside_state();
void _update_sla_shells_outside_state();
void _show_warning_texture_if_needed(WarningTexture::Warning warning);
// generates the legend texture in dependence of the current shown view type
void _generate_legend_texture(const GCodePreviewData& preview_data, const std::vector<float>& tool_colors);
// generates a warning texture containing the given message
void _set_warning_texture(WarningTexture::Warning warning, bool state);
bool _is_any_volume_outside() const;
// updates the selection from the content of m_hover_volume_idxs
void _update_selection_from_hover();
bool _deactivate_undo_redo_toolbar_items();
static std::vector<float> _parse_colors(const std::vector<std::string>& colors);
public:
const Print* fff_print() const;
const SLAPrint* sla_print() const;
};
} // namespace GUI
} // namespace Slic3r
#endif // slic3r_GLCanvas3D_hpp_