Refactoring and cleanup

This commit is contained in:
Enrico Turri 2018-06-01 15:54:41 +02:00
parent 2bccb43122
commit 364134515b
9 changed files with 371 additions and 2101 deletions

View file

@ -199,21 +199,6 @@ init(canvas, useVBOs)
OUTPUT:
RETVAL
bool
is_dirty(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::is_dirty((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
void
set_dirty(canvas, dirty)
SV *canvas;
bool dirty;
CODE:
_3DScene::set_dirty((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), dirty);
bool
is_shown_on_screen(canvas)
SV *canvas;
@ -222,22 +207,6 @@ is_shown_on_screen(canvas)
OUTPUT:
RETVAL
void
resize(canvas, w, h)
SV *canvas;
unsigned int w;
unsigned int h;
CODE:
_3DScene::resize((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), w, h);
GLVolumeCollection*
get_volumes(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::get_volumes((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
void
set_volumes(canvas, volumes)
SV *canvas;
@ -291,14 +260,6 @@ set_auto_bed_shape(canvas)
CODE:
_3DScene::set_auto_bed_shape((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
Clone<BoundingBoxf3>
get_bed_bounding_box(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::get_bed_bounding_box((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
Clone<BoundingBoxf3>
get_volumes_bounding_box(canvas)
SV *canvas;
@ -306,37 +267,6 @@ get_volumes_bounding_box(canvas)
RETVAL = _3DScene::get_volumes_bounding_box((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
Clone<BoundingBoxf3>
get_max_bounding_box(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::get_max_bounding_box((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
Clone<Pointf3>
get_axes_origin(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::get_axes_origin((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
void
set_axes_origin(canvas, origin)
SV *canvas;
Pointf3 *origin;
CODE:
_3DScene::set_axes_origin((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), origin);
float
get_axes_length(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::get_axes_length((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
void
set_axes_length(canvas, length)
@ -352,104 +282,6 @@ set_cutting_plane(canvas, z, polygons)
ExPolygons polygons;
CODE:
_3DScene::set_cutting_plane((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), z, polygons);
unsigned int
get_camera_type(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::get_camera_type((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
void
set_camera_type(canvas, type)
SV *canvas;
unsigned int type;
CODE:
_3DScene::set_camera_type((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), type);
std::string
get_camera_type_as_string(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::get_camera_type_as_string((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
float
get_camera_zoom(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::get_camera_zoom((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
void
set_camera_zoom(canvas, zoom)
SV *canvas;
float zoom;
CODE:
_3DScene::set_camera_zoom((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), zoom);
float
get_camera_phi(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::get_camera_phi((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
void
set_camera_phi(canvas, phi)
SV *canvas;
float phi;
CODE:
_3DScene::set_camera_phi((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), phi);
float
get_camera_theta(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::get_camera_theta((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
void
set_camera_theta(canvas, theta)
SV *canvas;
float theta;
CODE:
_3DScene::set_camera_theta((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), theta);
float
get_camera_distance(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::get_camera_distance((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
void
set_camera_distance(canvas, distance)
SV *canvas;
float distance;
CODE:
_3DScene::set_camera_distance((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), distance);
Clone<Pointf3>
get_camera_target(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::get_camera_target((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
void
set_camera_target(canvas, target)
SV *canvas;
Pointf3 *target;
CODE:
_3DScene::set_camera_target((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), target);
bool
is_layers_editing_enabled(canvas)
@ -459,22 +291,6 @@ is_layers_editing_enabled(canvas)
OUTPUT:
RETVAL
bool
is_picking_enabled(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::is_picking_enabled((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
bool
is_moving_enabled(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::is_moving_enabled((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
bool
is_layers_editing_allowed(canvas)
SV *canvas;
@ -482,14 +298,6 @@ is_layers_editing_allowed(canvas)
RETVAL = _3DScene::is_layers_editing_allowed((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
bool
is_multisample_allowed(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::is_multisample_allowed((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
void
enable_layers_editing(canvas, enable)
@ -539,179 +347,6 @@ allow_multisample(canvas, allow)
bool allow;
CODE:
_3DScene::allow_multisample((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), allow);
bool
is_mouse_dragging(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::is_mouse_dragging((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
void
set_mouse_dragging(canvas, dragging)
SV *canvas;
bool dragging;
CODE:
_3DScene::set_mouse_dragging((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), dragging);
int
get_hover_volume_id(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::get_hover_volume_id((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
void
set_hover_volume_id(canvas, id)
SV *canvas;
int id;
CODE:
_3DScene::set_hover_volume_id((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), id);
unsigned int
get_layers_editing_z_texture_id(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::get_layers_editing_z_texture_id((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
unsigned int
get_layers_editing_state(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::get_layers_editing_state((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
void
set_layers_editing_state(canvas, state)
SV *canvas;
unsigned int state;
CODE:
_3DScene::set_layers_editing_state((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), state);
float
get_layers_editing_band_width(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::get_layers_editing_band_width((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
void
set_layers_editing_band_width(canvas, band_width)
SV *canvas;
float band_width;
CODE:
_3DScene::set_layers_editing_band_width((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), band_width);
float
get_layers_editing_strength(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::get_layers_editing_strength((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
void
set_layers_editing_strength(canvas, strength)
SV *canvas;
float strength;
CODE:
_3DScene::set_layers_editing_strength((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), strength);
int
get_layers_editing_last_object_id(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::get_layers_editing_last_object_id((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
void
set_layers_editing_last_object_id(canvas, id)
SV *canvas;
int id;
CODE:
_3DScene::set_layers_editing_last_object_id((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), id);
float
get_layers_editing_last_z(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::get_layers_editing_last_z((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
void
set_layers_editing_last_z(canvas, z)
SV *canvas;
float z;
CODE:
_3DScene::set_layers_editing_last_z((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), z);
unsigned int
get_layers_editing_last_action(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::get_layers_editing_last_action((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
void
set_layers_editing_last_action(canvas, action)
SV *canvas;
unsigned int action;
CODE:
_3DScene::set_layers_editing_last_action((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), action);
Ref<GLShader>
get_layers_editing_shader(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::get_layers_editing_shader((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
float
get_layers_editing_cursor_z_relative(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::get_layers_editing_cursor_z_relative((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
int
get_layers_editing_first_selected_object_id(canvas, objects_count)
SV *canvas;
unsigned int objects_count;
CODE:
RETVAL = _3DScene::get_layers_editing_first_selected_object_id((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), objects_count);
OUTPUT:
RETVAL
bool
bar_rect_contains(canvas, x, y)
SV *canvas;
float x;
float y;
CODE:
RETVAL = _3DScene::bar_rect_contains((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), x, y);
OUTPUT:
RETVAL
bool
reset_rect_contains(canvas, x, y)
SV *canvas;
float x;
float y;
CODE:
RETVAL = _3DScene::reset_rect_contains((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), x, y);
OUTPUT:
RETVAL
void
zoom_to_bed(canvas)
@ -745,65 +380,12 @@ update_volumes_colors_by_extruder(canvas)
CODE:
_3DScene::update_volumes_colors_by_extruder((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
bool
start_using_shader(canvas)
SV *canvas;
CODE:
RETVAL = _3DScene::start_using_shader((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
OUTPUT:
RETVAL
void
stop_using_shader(canvas)
SV *canvas;
CODE:
_3DScene::stop_using_shader((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
void
render(canvas)
SV *canvas;
CODE:
_3DScene::render((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
void
render_volumes(canvas, fake_colors)
SV *canvas;
bool fake_colors;
CODE:
_3DScene::render_volumes((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), fake_colors);
void
render_texture(canvas, tex_id, left, right, bottom, top)
SV *canvas;
unsigned int tex_id;
float left;
float right;
float bottom;
float top;
CODE:
_3DScene::render_texture((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), tex_id, left, right, bottom, top);
void
start_timer(canvas)
SV *canvas;
CODE:
_3DScene::start_timer((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
void
stop_timer(canvas)
SV *canvas;
CODE:
_3DScene::stop_timer((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"));
void
perform_layer_editing_action(canvas, y, shift_down, right_down)
SV *canvas;
int y;
bool shift_down;
bool right_down;
CODE:
_3DScene::perform_layer_editing_action((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), y, shift_down, right_down);
void
register_on_viewport_changed_callback(canvas, callback)
SV *canvas;