mirror of
				https://github.com/SoftFever/OrcaSlicer.git
				synced 2025-11-02 20:51:23 -07:00 
			
		
		
		
	Removed unused methods from 3DScene
This commit is contained in:
		
							parent
							
								
									30a3b2179b
								
							
						
					
					
						commit
						cf8e7475ca
					
				
					 3 changed files with 74 additions and 110 deletions
				
			
		| 
						 | 
				
			
			@ -188,6 +188,7 @@ sub new {
 | 
			
		|||
    $self->volumes(Slic3r::GUI::_3DScene::GLVolume::Collection->new);
 | 
			
		||||
#==============================================================================================================================
 | 
			
		||||
    Slic3r::GUI::_3DScene::set_volumes($self, $self->volumes);
 | 
			
		||||
    Slic3r::GUI::_3DScene::reset_volumes($self);
 | 
			
		||||
#==============================================================================================================================
 | 
			
		||||
 | 
			
		||||
    # 3D point in model space
 | 
			
		||||
| 
						 | 
				
			
			@ -202,10 +203,7 @@ sub new {
 | 
			
		|||
#    $self->{layer_height_edit_last_object_id} = -1;
 | 
			
		||||
#    $self->{layer_height_edit_last_z} = 0.;
 | 
			
		||||
#    $self->{layer_height_edit_last_action} = 0;
 | 
			
		||||
#==============================================================================================================================
 | 
			
		||||
 | 
			
		||||
#==============================================================================================================================
 | 
			
		||||
    Slic3r::GUI::_3DScene::reset_volumes($self);
 | 
			
		||||
#
 | 
			
		||||
#    $self->reset_objects;
 | 
			
		||||
#==============================================================================================================================
 | 
			
		||||
    
 | 
			
		||||
| 
						 | 
				
			
			@ -215,8 +213,6 @@ sub new {
 | 
			
		|||
    });
 | 
			
		||||
#=======================================================================================================================    
 | 
			
		||||
#    EVT_SIZE($self, sub { $self->_dirty(1) });
 | 
			
		||||
#=======================================================================================================================    
 | 
			
		||||
#==============================================================================================================================
 | 
			
		||||
#    EVT_IDLE($self, sub {
 | 
			
		||||
#        return unless $self->_dirty;
 | 
			
		||||
#        return if !$self->IsShownOnScreen;
 | 
			
		||||
| 
						 | 
				
			
			@ -362,45 +358,33 @@ sub Destroy {
 | 
			
		|||
#    }
 | 
			
		||||
#    return -1;
 | 
			
		||||
#}
 | 
			
		||||
#==============================================================================================================================
 | 
			
		||||
 | 
			
		||||
# Returns an array with (left, top, right, bottom) of the variable layer thickness bar on the screen.
 | 
			
		||||
sub _variable_layer_thickness_bar_rect_screen {
 | 
			
		||||
    my ($self) = @_;
 | 
			
		||||
    my ($cw, $ch) = $self->GetSizeWH;
 | 
			
		||||
    return ($cw - VARIABLE_LAYER_THICKNESS_BAR_WIDTH, 0, $cw, $ch - VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
sub _variable_layer_thickness_bar_rect_viewport {
 | 
			
		||||
    my ($self) = @_;
 | 
			
		||||
    my ($cw, $ch) = $self->GetSizeWH;
 | 
			
		||||
#==============================================================================================================================
 | 
			
		||||
    my $zoom = Slic3r::GUI::_3DScene::get_camera_zoom($self);
 | 
			
		||||
    return ((0.5*$cw-VARIABLE_LAYER_THICKNESS_BAR_WIDTH)/$zoom, (-0.5*$ch+VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT)/$zoom, $cw/(2*$zoom), $ch/(2*$zoom));
 | 
			
		||||
#
 | 
			
		||||
## Returns an array with (left, top, right, bottom) of the variable layer thickness bar on the screen.
 | 
			
		||||
#sub _variable_layer_thickness_bar_rect_screen {
 | 
			
		||||
#    my ($self) = @_;
 | 
			
		||||
#    my ($cw, $ch) = $self->GetSizeWH;
 | 
			
		||||
#    return ($cw - VARIABLE_LAYER_THICKNESS_BAR_WIDTH, 0, $cw, $ch - VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT);
 | 
			
		||||
#}
 | 
			
		||||
#
 | 
			
		||||
#sub _variable_layer_thickness_bar_rect_viewport {
 | 
			
		||||
#    my ($self) = @_;
 | 
			
		||||
#    my ($cw, $ch) = $self->GetSizeWH;
 | 
			
		||||
#    return ((0.5*$cw-VARIABLE_LAYER_THICKNESS_BAR_WIDTH)/$self->_zoom, (-0.5*$ch+VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT)/$self->_zoom, $cw/(2*$self->_zoom), $ch/(2*$self->_zoom));
 | 
			
		||||
#==============================================================================================================================
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#==============================================================================================================================
 | 
			
		||||
#}
 | 
			
		||||
#
 | 
			
		||||
## Returns an array with (left, top, right, bottom) of the variable layer thickness bar on the screen.
 | 
			
		||||
#sub _variable_layer_thickness_reset_rect_screen {
 | 
			
		||||
#    my ($self) = @_;
 | 
			
		||||
#    my ($cw, $ch) = $self->GetSizeWH;
 | 
			
		||||
#    return ($cw - VARIABLE_LAYER_THICKNESS_BAR_WIDTH, $ch - VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT, $cw, $ch);
 | 
			
		||||
#}
 | 
			
		||||
#==============================================================================================================================
 | 
			
		||||
 | 
			
		||||
sub _variable_layer_thickness_reset_rect_viewport {
 | 
			
		||||
    my ($self) = @_;
 | 
			
		||||
    my ($cw, $ch) = $self->GetSizeWH;
 | 
			
		||||
#==============================================================================================================================
 | 
			
		||||
    my $zoom = Slic3r::GUI::_3DScene::get_camera_zoom($self);
 | 
			
		||||
    return ((0.5*$cw-VARIABLE_LAYER_THICKNESS_BAR_WIDTH)/$zoom, -$ch/(2*$zoom), $cw/(2*$zoom), (-0.5*$ch+VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT)/$zoom);
 | 
			
		||||
#
 | 
			
		||||
#sub _variable_layer_thickness_reset_rect_viewport {
 | 
			
		||||
#    my ($self) = @_;
 | 
			
		||||
#    my ($cw, $ch) = $self->GetSizeWH;
 | 
			
		||||
#    return ((0.5*$cw-VARIABLE_LAYER_THICKNESS_BAR_WIDTH)/$self->_zoom, -$ch/(2*$self->_zoom), $cw/(2*$self->_zoom), (-0.5*$ch+VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT)/$self->_zoom);
 | 
			
		||||
#==============================================================================================================================
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#==============================================================================================================================
 | 
			
		||||
#}
 | 
			
		||||
#
 | 
			
		||||
#sub _variable_layer_thickness_bar_rect_mouse_inside {
 | 
			
		||||
#   my ($self, $mouse_evt) = @_;
 | 
			
		||||
#   my ($bar_left, $bar_top, $bar_right, $bar_bottom) = $self->_variable_layer_thickness_bar_rect_screen;
 | 
			
		||||
| 
						 | 
				
			
			@ -1400,42 +1384,33 @@ sub Render {
 | 
			
		|||
    return unless my $context = $self->GetContext;
 | 
			
		||||
    $self->SetCurrent($context);
 | 
			
		||||
    $self->InitGL;
 | 
			
		||||
    
 | 
			
		||||
    glClearColor(1, 1, 1, 1);
 | 
			
		||||
    glClearDepth(1);
 | 
			
		||||
    glDepthFunc(GL_LESS);
 | 
			
		||||
#==============================================================================================================================
 | 
			
		||||
#    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 | 
			
		||||
#==============================================================================================================================
 | 
			
		||||
    
 | 
			
		||||
    glMatrixMode(GL_MODELVIEW);
 | 
			
		||||
    glLoadIdentity();
 | 
			
		||||
 | 
			
		||||
    if (!TURNTABLE_MODE) {
 | 
			
		||||
        # Shift the perspective camera.
 | 
			
		||||
#==============================================================================================================================
 | 
			
		||||
        my $camera_pos = Slic3r::Pointf3->new(0,0,-Slic3r::GUI::_3DScene::get_camera_distance($self));
 | 
			
		||||
#        my $camera_pos = Slic3r::Pointf3->new(0,0,-$self->_camera_distance);
 | 
			
		||||
#==============================================================================================================================
 | 
			
		||||
        glTranslatef(@$camera_pos);
 | 
			
		||||
    }
 | 
			
		||||
    
 | 
			
		||||
    if (TURNTABLE_MODE) {
 | 
			
		||||
        # Turntable mode is enabled by default.
 | 
			
		||||
#==============================================================================================================================        
 | 
			
		||||
        glRotatef(-Slic3r::GUI::_3DScene::get_camera_theta($self), 1, 0, 0); # pitch
 | 
			
		||||
        glRotatef(Slic3r::GUI::_3DScene::get_camera_phi($self), 0, 0, 1);    # yaw
 | 
			
		||||
#        glRotatef(-$self->_stheta, 1, 0, 0); # pitch
 | 
			
		||||
#        glRotatef($self->_sphi, 0, 0, 1);    # yaw
 | 
			
		||||
#==============================================================================================================================        
 | 
			
		||||
    } else {
 | 
			
		||||
        my @rotmat = quat_to_rotmatrix($self->quat);
 | 
			
		||||
        glMultMatrixd_p(@rotmat[0..15]);
 | 
			
		||||
    }
 | 
			
		||||
    
 | 
			
		||||
        
 | 
			
		||||
#==============================================================================================================================
 | 
			
		||||
    Slic3r::GUI::_3DScene::render($self);
 | 
			
		||||
 | 
			
		||||
#    glClearColor(1, 1, 1, 1);
 | 
			
		||||
#    glClearDepth(1);
 | 
			
		||||
#    glDepthFunc(GL_LESS);
 | 
			
		||||
#    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 | 
			
		||||
#    
 | 
			
		||||
#    glMatrixMode(GL_MODELVIEW);
 | 
			
		||||
#    glLoadIdentity();
 | 
			
		||||
#
 | 
			
		||||
#    if (!TURNTABLE_MODE) {
 | 
			
		||||
#        # Shift the perspective camera.
 | 
			
		||||
#        my $camera_pos = Slic3r::Pointf3->new(0,0,-$self->_camera_distance);
 | 
			
		||||
#        glTranslatef(@$camera_pos);
 | 
			
		||||
#    }
 | 
			
		||||
#    
 | 
			
		||||
#    if (TURNTABLE_MODE) {
 | 
			
		||||
#        # Turntable mode is enabled by default.
 | 
			
		||||
#        glRotatef(-$self->_stheta, 1, 0, 0); # pitch
 | 
			
		||||
#        glRotatef($self->_sphi, 0, 0, 1);    # yaw
 | 
			
		||||
#    } else {
 | 
			
		||||
#        my @rotmat = quat_to_rotmatrix($self->quat);
 | 
			
		||||
#        glMultMatrixd_p(@rotmat[0..15]);
 | 
			
		||||
#    }
 | 
			
		||||
#    
 | 
			
		||||
#    glTranslatef(@{ $self->_camera_target->negative });
 | 
			
		||||
#    
 | 
			
		||||
#    # light from above
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
		Loading…
	
	Add table
		Add a link
		
	
		Reference in a new issue