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NEW: add overhang highlight area
overhang rgb=(200,0,0),remove supportType,do not save para after overhang operation preview Change-Id: I947bbd9db264f00f0609b3f02140060f9a2621fb (cherry picked from commit 796c4460fe998da206f9ca77973a20796fa1d3ca)
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35d6b072d3
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9 changed files with 84 additions and 20 deletions
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@ -604,7 +604,8 @@ private:
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struct Slope
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{
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// toggle for slope rendering
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bool active{ false };
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bool active{ false };//local active
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bool isGlobalActive{false};
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float normal_z;
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};
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@ -656,9 +657,14 @@ public:
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GLVolume* new_toolpath_volume(const std::array<float, 4>& rgba, size_t reserve_vbo_floats = 0);
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GLVolume* new_nontoolpath_volume(const std::array<float, 4>& rgba, size_t reserve_vbo_floats = 0);
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int get_selection_support_threshold_angle(bool&) const;
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// Render the volumes by OpenGL.
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//BBS: add outline drawing logic
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void render(ERenderType type, bool disable_cullface, const Transform3d& view_matrix, std::function<bool(const GLVolume&)> filter_func = std::function<bool(const GLVolume&)>(), bool with_outline = true) const;
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void render(ERenderType type,
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bool disable_cullface,
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const Transform3d & view_matrix,
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std::function<bool(const GLVolume &)> filter_func = std::function<bool(const GLVolume &)>(),
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bool with_outline = true) const;
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// Finalize the initialization of the geometry & indices,
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// upload the geometry and indices to OpenGL VBO objects
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@ -678,8 +684,10 @@ public:
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void set_z_range(float min_z, float max_z) { m_z_range[0] = min_z; m_z_range[1] = max_z; }
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void set_clipping_plane(const double* coeffs) { m_clipping_plane[0] = coeffs[0]; m_clipping_plane[1] = coeffs[1]; m_clipping_plane[2] = coeffs[2]; m_clipping_plane[3] = coeffs[3]; }
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bool is_slope_GlobalActive() const { return m_slope.isGlobalActive; }
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bool is_slope_active() const { return m_slope.active; }
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void set_slope_active(bool active) { m_slope.active = active; }
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void set_slope_GlobalActive(bool active) { m_slope.isGlobalActive = active; }
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float get_slope_normal_z() const { return m_slope.normal_z; }
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void set_slope_normal_z(float normal_z) { m_slope.normal_z = normal_z; }
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