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https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-23 14:44:19 -06:00
3DScene axes moved to c++
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1e0a8de5b1
commit
5fc8fdee11
10 changed files with 244 additions and 94 deletions
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@ -1551,35 +1551,36 @@ sub Render {
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my $volumes_bb = $self->volumes_bounding_box;
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{
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# draw axes
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# disable depth testing so that axes are not covered by ground
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glDisable(GL_DEPTH_TEST);
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#==============================================================================================================================
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my $origin = Slic3r::GUI::_3DScene::get_bed_origin($self);
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Slic3r::GUI::_3DScene::render_axes($self);
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# {
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# # draw axes
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# # disable depth testing so that axes are not covered by ground
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# glDisable(GL_DEPTH_TEST);
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# my $origin = $self->origin;
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# my $axis_len = $self->use_plain_shader ? 0.3 * max(@{ $self->bed_bounding_box->size }) : 2 * max(@{ $volumes_bb->size });
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# glLineWidth(2);
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# glBegin(GL_LINES);
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# # draw line for x axis
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# glColor3f(1, 0, 0);
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# glVertex3f(@$origin, $ground_z);
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# glVertex3f($origin->x + $axis_len, $origin->y, $ground_z); #,,
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# # draw line for y axis
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# glColor3f(0, 1, 0);
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# glVertex3f(@$origin, $ground_z);
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# glVertex3f($origin->x, $origin->y + $axis_len, $ground_z); #++
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# glEnd();
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# # draw line for Z axis
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# # (re-enable depth test so that axis is correctly shown when objects are behind it)
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# glEnable(GL_DEPTH_TEST);
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# glBegin(GL_LINES);
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# glColor3f(0, 0, 1);
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# glVertex3f(@$origin, $ground_z);
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# glVertex3f(@$origin, $ground_z+$axis_len);
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# glEnd();
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# }
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#==============================================================================================================================
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my $axis_len = $self->use_plain_shader ? 0.3 * max(@{ $self->bed_bounding_box->size }) : 2 * max(@{ $volumes_bb->size });
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glLineWidth(2);
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glBegin(GL_LINES);
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# draw line for x axis
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glColor3f(1, 0, 0);
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glVertex3f(@$origin, $ground_z);
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glVertex3f($origin->x + $axis_len, $origin->y, $ground_z); #,,
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# draw line for y axis
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glColor3f(0, 1, 0);
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glVertex3f(@$origin, $ground_z);
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glVertex3f($origin->x, $origin->y + $axis_len, $ground_z); #++
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glEnd();
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# draw line for Z axis
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# (re-enable depth test so that axis is correctly shown when objects are behind it)
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glEnable(GL_DEPTH_TEST);
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glBegin(GL_LINES);
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glColor3f(0, 0, 1);
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glVertex3f(@$origin, $ground_z);
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glVertex3f(@$origin, $ground_z+$axis_len);
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glEnd();
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}
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glEnable(GL_LIGHTING);
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