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Add the full source of BambuStudio
using version 1.0.10
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166
src/slic3r/GUI/3DBed.hpp
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166
src/slic3r/GUI/3DBed.hpp
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#ifndef slic3r_3DBed_hpp_
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#define slic3r_3DBed_hpp_
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//#include "GLTexture.hpp"
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#include "3DScene.hpp"
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#include "GLModel.hpp"
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#include <libslic3r/BuildVolume.hpp>
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#include <tuple>
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#include <array>
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namespace Slic3r {
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namespace GUI {
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class GLCanvas3D;
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class GeometryBuffer
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{
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struct Vertex
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{
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Vec3f position{ Vec3f::Zero() };
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Vec2f tex_coords{ Vec2f::Zero() };
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};
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std::vector<Vertex> m_vertices;
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public:
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bool set_from_triangles(const std::vector<Vec2f> &triangles, float z);
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bool set_from_lines(const Lines& lines, float z);
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//BBS: add APi to set from 3d lines
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bool set_from_3d_Lines(const Lines3& lines);
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const float* get_vertices_data() const;
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unsigned int get_vertices_data_size() const { return (unsigned int)m_vertices.size() * get_vertex_data_size(); }
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unsigned int get_vertex_data_size() const { return (unsigned int)(5 * sizeof(float)); }
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size_t get_position_offset() const { return 0; }
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size_t get_tex_coords_offset() const { return (size_t)(3 * sizeof(float)); }
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unsigned int get_vertices_count() const { return (unsigned int)m_vertices.size(); }
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};
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class Bed3D
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{
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public:
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static std::array<float, 4> AXIS_X_COLOR;
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static std::array<float, 4> AXIS_Y_COLOR;
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static std::array<float, 4> AXIS_Z_COLOR;
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static void update_render_colors();
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static void load_render_colors();
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class Axes
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{
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public:
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static const float DefaultStemRadius;
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static const float DefaultStemLength;
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static const float DefaultTipRadius;
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static const float DefaultTipLength;
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private:
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Vec3d m_origin{ Vec3d::Zero() };
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float m_stem_length{ DefaultStemLength };
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GLModel m_arrow;
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public:
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const Vec3d& get_origin() const { return m_origin; }
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void set_origin(const Vec3d& origin) { m_origin = origin; }
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void set_stem_length(float length) {
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m_stem_length = length;
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m_arrow.reset();
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}
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float get_total_length() const { return m_stem_length + DefaultTipLength; }
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void render() const;
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};
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public:
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enum class Type : unsigned char
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{
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// The print bed model and texture are available from some printer preset.
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System,
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// The print bed model is unknown, thus it is rendered procedurally.
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Custom
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};
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private:
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BuildVolume m_build_volume;
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Type m_type{ Type::System };
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//std::string m_texture_filename;
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std::string m_model_filename;
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// Print volume bounding box exteded with axes and model.
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BoundingBoxf3 m_extended_bounding_box;
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// Slightly expanded print bed polygon, for collision detection.
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//Polygon m_polygon;
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//GeometryBuffer m_triangles;
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//GeometryBuffer m_gridlines;
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//GLTexture m_texture;
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// temporary texture shown until the main texture has still no levels compressed
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//GLTexture m_temp_texture;
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GLModel m_model;
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Vec3d m_model_offset{ Vec3d::Zero() };
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unsigned int m_vbo_id{ 0 };
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Axes m_axes;
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float m_scale_factor{ 1.0f };
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//BBS: add part plate related logic
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Vec2d m_position{ Vec2d::Zero() };
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std::vector<Vec2d> m_bed_shape;
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public:
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Bed3D() = default;
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~Bed3D() { release_VBOs(); }
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// Update print bed model from configuration.
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// Return true if the bed shape changed, so the calee will update the UI.
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//FIXME if the build volume max print height is updated, this function still returns zero
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// as this class does not use it, thus there is no need to update the UI.
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// BBS
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bool set_shape(const Pointfs& printable_area, const double printable_height, const std::string& custom_model, bool force_as_custom = false,
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const Vec2d position = Vec2d::Zero(), bool with_reset = true);
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void set_position(Vec2d& position);
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void set_axes_mode(bool origin);
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const Vec2d& get_position() const { return m_position; }
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// Build volume geometry for various collision detection tasks.
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const BuildVolume& build_volume() const { return m_build_volume; }
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// Was the model provided, or was it generated procedurally?
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Type get_type() const { return m_type; }
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// Was the model generated procedurally?
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bool is_custom() const { return m_type == Type::Custom; }
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// Bounding box around the print bed, axes and model, for rendering.
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const BoundingBoxf3& extended_bounding_box() const { return m_extended_bounding_box; }
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// Check against an expanded 2d bounding box.
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//FIXME shall one check against the real build volume?
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bool contains(const Point& point) const;
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Point point_projection(const Point& point) const;
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void render(GLCanvas3D& canvas, bool bottom, float scale_factor, bool show_axes);
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//void render_for_picking(GLCanvas3D& canvas, bool bottom, float scale_factor);
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private:
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//BBS: add partplate related logic
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// Calculate an extended bounding box from axes and current model for visualization purposes.
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BoundingBoxf3 calc_extended_bounding_box(bool consider_model_offset = true) const;
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void calc_triangles(const ExPolygon& poly);
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void calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox);
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void update_model_offset() const;
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static std::tuple<Type, std::string, std::string> detect_type(const Pointfs& shape);
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void render_internal(GLCanvas3D& canvas, bool bottom, float scale_factor,
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bool show_axes);
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void render_axes() const;
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void render_system(GLCanvas3D& canvas, bool bottom) const;
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//void render_texture(bool bottom, GLCanvas3D& canvas) const;
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void render_model() const;
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void render_custom(GLCanvas3D& canvas, bool bottom) const;
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void render_default(bool bottom) const;
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void release_VBOs();
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};
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} // GUI
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} // Slic3r
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#endif // slic3r_3DBed_hpp_
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