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Add the full source of BambuStudio
using version 1.0.10
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119
src/slic3r/GUI/GLModel.hpp
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119
src/slic3r/GUI/GLModel.hpp
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#ifndef slic3r_GLModel_hpp_
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#define slic3r_GLModel_hpp_
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#include "libslic3r/Point.hpp"
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#include "libslic3r/BoundingBox.hpp"
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#include <vector>
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#include <string>
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struct indexed_triangle_set;
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namespace Slic3r {
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class TriangleMesh;
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class Polygon;
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using Polygons = std::vector<Polygon>;
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namespace GUI {
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class GLModel
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{
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public:
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enum class PrimitiveType : unsigned char
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{
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Triangles,
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Lines,
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LineStrip,
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LineLoop
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};
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struct RenderData
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{
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PrimitiveType type;
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unsigned int vbo_id{ 0 };
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unsigned int ibo_id{ 0 };
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size_t indices_count{ 0 };
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std::array<float, 4> color{ 1.0f, 1.0f, 1.0f, 1.0f };
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};
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struct InitializationData
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{
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struct Entity
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{
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PrimitiveType type;
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std::vector<Vec3f> positions;
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std::vector<Vec3f> normals;
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std::vector<unsigned int> indices;
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std::array<float, 4> color{ 1.0f, 1.0f, 1.0f, 1.0f };
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};
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std::vector<Entity> entities;
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size_t vertices_count() const;
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size_t vertices_size_floats() const { return vertices_count() * 6; }
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size_t vertices_size_bytes() const { return vertices_size_floats() * sizeof(float); }
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size_t indices_count() const;
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size_t indices_size_bytes() const { return indices_count() * sizeof(unsigned int); }
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};
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private:
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std::vector<RenderData> m_render_data;
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BoundingBoxf3 m_bounding_box;
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std::string m_filename;
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public:
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GLModel() = default;
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virtual ~GLModel() { reset(); }
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void init_from(const InitializationData& data);
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void init_from(const indexed_triangle_set& its, const BoundingBoxf3& bbox);
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void init_from(const indexed_triangle_set& its);
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void init_from(const Polygons& polygons, float z);
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bool init_from_file(const std::string& filename);
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// if entity_id == -1 set the color of all entities
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void set_color(int entity_id, const std::array<float, 4>& color);
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void reset();
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void render() const;
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void render_instanced(unsigned int instances_vbo, unsigned int instances_count) const;
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bool is_initialized() const { return !m_render_data.empty(); }
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const BoundingBoxf3& get_bounding_box() const { return m_bounding_box; }
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const std::string& get_filename() const { return m_filename; }
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private:
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void send_to_gpu(RenderData& data, const std::vector<float>& vertices, const std::vector<unsigned int>& indices);
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};
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// create an arrow with cylindrical stem and conical tip, with the given dimensions and resolution
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// the origin of the arrow is in the center of the stem cap
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// the arrow has its axis of symmetry along the Z axis and is pointing upward
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// used to render bed axes and sequential marker
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GLModel::InitializationData stilized_arrow(int resolution, float tip_radius, float tip_height, float stem_radius, float stem_height);
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// create an arrow whose stem is a quarter of circle, with the given dimensions and resolution
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// the origin of the arrow is in the center of the circle
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// the arrow is contained in the 1st quadrant of the XY plane and is pointing counterclockwise
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// used to render sidebar hints for rotations
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GLModel::InitializationData circular_arrow(int resolution, float radius, float tip_height, float tip_width, float stem_width, float thickness);
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// create an arrow with the given dimensions
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// the origin of the arrow is in the center of the stem cap
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// the arrow is contained in XY plane and has its main axis along the Y axis
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// used to render sidebar hints for position and scale
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GLModel::InitializationData straight_arrow(float tip_width, float tip_height, float stem_width, float stem_height, float thickness);
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// create a diamond with the given resolution
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// the origin of the diamond is in its center
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// the diamond is contained into a box with size [1, 1, 1]
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GLModel::InitializationData diamond(int resolution);
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} // namespace GUI
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} // namespace Slic3r
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#endif // slic3r_GLModel_hpp_
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