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Add the full source of BambuStudio
using version 1.0.10
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3771 changed files with 1251328 additions and 0 deletions
128
src/slic3r/GUI/GLSelectionRectangle.cpp
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128
src/slic3r/GUI/GLSelectionRectangle.cpp
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#include "GLSelectionRectangle.hpp"
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#include "Camera.hpp"
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#include "3DScene.hpp"
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#include "GLCanvas3D.hpp"
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#include "GUI_App.hpp"
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#include "Plater.hpp"
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#include <igl/project.h>
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#include <GL/glew.h>
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namespace Slic3r {
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namespace GUI {
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void GLSelectionRectangle::start_dragging(const Vec2d& mouse_position, EState state)
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{
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if (is_dragging() || (state == Off))
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return;
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m_state = state;
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m_start_corner = mouse_position;
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m_end_corner = mouse_position;
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}
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void GLSelectionRectangle::dragging(const Vec2d& mouse_position)
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{
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if (!is_dragging())
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return;
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m_end_corner = mouse_position;
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}
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std::vector<unsigned int> GLSelectionRectangle::stop_dragging(const GLCanvas3D& canvas, const std::vector<Vec3d>& points)
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{
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std::vector<unsigned int> out;
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if (!is_dragging())
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return out;
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m_state = Off;
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const Camera& camera = wxGetApp().plater()->get_camera();
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Matrix4d modelview = camera.get_view_matrix().matrix();
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Matrix4d projection= camera.get_projection_matrix().matrix();
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Vec4i viewport(camera.get_viewport().data());
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// Convert our std::vector to Eigen dynamic matrix.
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Eigen::Matrix<double, Eigen::Dynamic, 3, Eigen::DontAlign> pts(points.size(), 3);
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for (size_t i=0; i<points.size(); ++i)
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pts.block<1, 3>(i, 0) = points[i];
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// Get the projections.
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Eigen::Matrix<double, Eigen::Dynamic, 3, Eigen::DontAlign> projections;
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igl::project(pts, modelview, projection, viewport, projections);
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// bounding box created from the rectangle corners - will take care of order of the corners
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BoundingBox rectangle(Points{ Point(m_start_corner.cast<coord_t>()), Point(m_end_corner.cast<coord_t>()) });
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// Iterate over all points and determine whether they're in the rectangle.
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for (int i = 0; i<projections.rows(); ++i)
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if (rectangle.contains(Point(projections(i, 0), canvas.get_canvas_size().get_height() - projections(i, 1))))
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out.push_back(i);
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return out;
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}
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void GLSelectionRectangle::stop_dragging()
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{
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if (is_dragging())
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m_state = Off;
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}
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void GLSelectionRectangle::render(const GLCanvas3D& canvas) const
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{
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if (!is_dragging())
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return;
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const Camera& camera = wxGetApp().plater()->get_camera();
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float inv_zoom = (float)camera.get_inv_zoom();
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Size cnv_size = canvas.get_canvas_size();
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float cnv_half_width = 0.5f * (float)cnv_size.get_width();
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float cnv_half_height = 0.5f * (float)cnv_size.get_height();
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if ((cnv_half_width == 0.0f) || (cnv_half_height == 0.0f))
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return;
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Vec2d start(m_start_corner(0) - cnv_half_width, cnv_half_height - m_start_corner(1));
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Vec2d end(m_end_corner(0) - cnv_half_width, cnv_half_height - m_end_corner(1));
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float left = (float)std::min(start(0), end(0)) * inv_zoom;
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float top = (float)std::max(start(1), end(1)) * inv_zoom;
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float right = (float)std::max(start(0), end(0)) * inv_zoom;
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float bottom = (float)std::min(start(1), end(1)) * inv_zoom;
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glsafe(::glLineWidth(1.5f));
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float color[3];
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color[0] = 0.00f;
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color[1] = 1.00f;
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color[2] = 0.38f;
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glsafe(::glColor3fv(color));
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glsafe(::glDisable(GL_DEPTH_TEST));
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glsafe(::glPushMatrix());
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glsafe(::glLoadIdentity());
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// ensure that the rectangle is renderered inside the frustrum
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glsafe(::glTranslated(0.0, 0.0, -(camera.get_near_z() + 0.5)));
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// ensure that the overlay fits the frustrum near z plane
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double gui_scale = camera.get_gui_scale();
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glsafe(::glScaled(gui_scale, gui_scale, 1.0));
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glsafe(::glPushAttrib(GL_ENABLE_BIT));
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glsafe(::glLineStipple(4, 0xAAAA));
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glsafe(::glEnable(GL_LINE_STIPPLE));
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::glBegin(GL_LINE_LOOP);
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::glVertex2f((GLfloat)left, (GLfloat)bottom);
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::glVertex2f((GLfloat)right, (GLfloat)bottom);
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::glVertex2f((GLfloat)right, (GLfloat)top);
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::glVertex2f((GLfloat)left, (GLfloat)top);
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glsafe(::glEnd());
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glsafe(::glPopAttrib());
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glsafe(::glPopMatrix());
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}
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} // namespace GUI
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} // namespace Slic3r
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