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Add the full source of BambuStudio
using version 1.0.10
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63
sandboxes/opencsg/ShaderCSGDisplay.cpp
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63
sandboxes/opencsg/ShaderCSGDisplay.cpp
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#include "ShaderCSGDisplay.hpp"
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#include "libslic3r/SLAPrint.hpp"
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#include <GL/glew.h>
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namespace Slic3r { namespace GL {
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void ShaderCSGDisplay::add_mesh(const TriangleMesh &mesh)
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{
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auto v = std::make_shared<CSGVolume>();
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v->load_mesh(mesh);
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m_volumes.emplace_back(v);
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}
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void ShaderCSGDisplay::render_scene()
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{
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GLfloat color[] = {1.f, 1.f, 0.f, 0.f};
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glColor4fv(color);
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glDepthFunc(GL_LESS);
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for (auto &v : m_volumes) v->render();
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glFlush();
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}
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void ShaderCSGDisplay::on_scene_updated(const Scene &scene)
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{
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// TriangleMesh mesh = print->objects().front()->hollowed_interior_mesh();
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// Look at CSGDisplay::on_scene_updated to see how its done there.
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const SLAPrint *print = scene.get_print();
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if (!print) return;
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m_volumes.clear();
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for (const SLAPrintObject *po : print->objects()) {
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const ModelObject *mo = po->model_object();
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TriangleMesh msh = mo->raw_mesh();
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sla::DrainHoles holedata = mo->sla_drain_holes;
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for (const ModelInstance *mi : mo->instances) {
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TriangleMesh mshinst = msh;
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auto interior = po->hollowed_interior_mesh();
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interior.transform(po->trafo().inverse());
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mshinst.merge(interior);
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mi->transform_mesh(&mshinst);
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auto bb = mshinst.bounding_box();
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auto center = bb.center().cast<float>();
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mshinst.translate(-center);
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add_mesh(mshinst);
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}
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for (const sla::DrainHole &holept : holedata)
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add_mesh(sla::to_triangle_mesh(holept.to_mesh()));
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}
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repaint();
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}
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}} // namespace Slic3r::GL
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