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Merge branch 'master' of https://github.com/prusa3d/Slic3r into opengl_to_cpp
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commit
b6f6200bd5
65 changed files with 3128 additions and 1557 deletions
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@ -644,20 +644,62 @@ std::vector<int> GLVolumeCollection::load_object(
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return volumes_idx;
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}
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int GLVolumeCollection::load_wipe_tower_preview(
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int obj_idx, float pos_x, float pos_y, float width, float depth, float height, float rotation_angle, bool use_VBOs)
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{
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float color[4] = { 0.5f, 0.5f, 0.0f, 0.5f };
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this->volumes.emplace_back(new GLVolume(color));
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GLVolume &v = *this->volumes.back();
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int GLVolumeCollection::load_wipe_tower_preview(
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int obj_idx, float pos_x, float pos_y, float width, float depth, float height, float rotation_angle, bool use_VBOs, bool size_unknown, float brim_width)
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{
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if (depth < 0.01f)
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return int(this->volumes.size() - 1);
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if (height == 0.0f)
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height = 0.1f;
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auto mesh = make_cube(width, depth, height);
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mesh.translate(-width / 2.f, -depth / 2.f, 0.f);
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Point origin_of_rotation(0.f, 0.f);
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mesh.rotate(rotation_angle,&origin_of_rotation);
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TriangleMesh mesh;
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float color[4] = { 0.5f, 0.5f, 0.0f, 1.f };
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// In case we don't know precise dimensions of the wipe tower yet, we'll draw the box with different color with one side jagged:
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if (size_unknown) {
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color[0] = 0.9f;
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color[1] = 0.6f;
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depth = std::max(depth, 10.f); // Too narrow tower would interfere with the teeth. The estimate is not precise anyway.
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float min_width = 30.f;
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// We'll now create the box with jagged edge. y-coordinates of the pre-generated model are shifted so that the front
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// edge has y=0 and centerline of the back edge has y=depth:
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Pointf3s points;
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std::vector<Point3> facets;
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float out_points_idx[][3] = {{0, -depth, 0}, {0, 0, 0}, {38.453, 0, 0}, {61.547, 0, 0}, {100, 0, 0}, {100, -depth, 0}, {55.7735, -10, 0}, {44.2265, 10, 0},
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{38.453, 0, 1}, {0, 0, 1}, {0, -depth, 1}, {100, -depth, 1}, {100, 0, 1}, {61.547, 0, 1}, {55.7735, -10, 1}, {44.2265, 10, 1}};
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int out_facets_idx[][3] = {{0, 1, 2}, {3, 4, 5}, {6, 5, 0}, {3, 5, 6}, {6, 2, 7}, {6, 0, 2}, {8, 9, 10}, {11, 12, 13}, {10, 11, 14}, {14, 11, 13}, {15, 8, 14},
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{8, 10, 14}, {3, 12, 4}, {3, 13, 12}, {6, 13, 3}, {6, 14, 13}, {7, 14, 6}, {7, 15, 14}, {2, 15, 7}, {2, 8, 15}, {1, 8, 2}, {1, 9, 8},
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{0, 9, 1}, {0, 10, 9}, {5, 10, 0}, {5, 11, 10}, {4, 11, 5}, {4, 12, 11}};
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for (int i=0;i<16;++i)
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points.push_back(Pointf3(out_points_idx[i][0] / (100.f/min_width), out_points_idx[i][1] + depth, out_points_idx[i][2]));
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for (int i=0;i<28;++i)
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facets.push_back(Point3(out_facets_idx[i][0], out_facets_idx[i][1], out_facets_idx[i][2]));
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TriangleMesh tooth_mesh(points, facets);
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// We have the mesh ready. It has one tooth and width of min_width. We will now append several of these together until we are close to
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// the required width of the block. Than we can scale it precisely.
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size_t n = std::max(1, int(width/min_width)); // How many shall be merged?
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for (size_t i=0;i<n;++i) {
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mesh.merge(tooth_mesh);
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tooth_mesh.translate(min_width, 0.f, 0.f);
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}
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mesh.scale(Pointf3(width/(n*min_width), 1.f, height)); // Scaling to proper width
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}
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else
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mesh = make_cube(width, depth, height);
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// We'll make another mesh to show the brim (fixed layer height):
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TriangleMesh brim_mesh = make_cube(width+2.f*brim_width, depth+2.f*brim_width, 0.2f);
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brim_mesh.translate(-brim_width, -brim_width, 0.f);
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mesh.merge(brim_mesh);
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mesh.rotate(rotation_angle, &origin_of_rotation); // rotates the box according to the config rotation setting
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this->volumes.emplace_back(new GLVolume(color));
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GLVolume &v = *this->volumes.back();
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if (use_VBOs)
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v.indexed_vertex_array.load_mesh_full_shading(mesh);
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@ -673,6 +715,7 @@ int GLVolumeCollection::load_wipe_tower_preview(
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v.select_group_id = obj_idx * 1000000;
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v.drag_group_id = obj_idx * 1000;
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v.is_wipe_tower = true;
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v.shader_outside_printer_detection_enabled = ! size_unknown;
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return int(this->volumes.size() - 1);
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}
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