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https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-16 11:17:51 -06:00
Removed unused methods from 3DScene
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parent
30a3b2179b
commit
cf8e7475ca
3 changed files with 74 additions and 110 deletions
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@ -188,6 +188,7 @@ sub new {
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$self->volumes(Slic3r::GUI::_3DScene::GLVolume::Collection->new);
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#==============================================================================================================================
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Slic3r::GUI::_3DScene::set_volumes($self, $self->volumes);
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Slic3r::GUI::_3DScene::reset_volumes($self);
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#==============================================================================================================================
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# 3D point in model space
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@ -202,10 +203,7 @@ sub new {
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# $self->{layer_height_edit_last_object_id} = -1;
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# $self->{layer_height_edit_last_z} = 0.;
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# $self->{layer_height_edit_last_action} = 0;
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#==============================================================================================================================
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#==============================================================================================================================
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Slic3r::GUI::_3DScene::reset_volumes($self);
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#
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# $self->reset_objects;
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#==============================================================================================================================
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@ -215,8 +213,6 @@ sub new {
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});
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#=======================================================================================================================
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# EVT_SIZE($self, sub { $self->_dirty(1) });
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#=======================================================================================================================
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#==============================================================================================================================
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# EVT_IDLE($self, sub {
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# return unless $self->_dirty;
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# return if !$self->IsShownOnScreen;
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@ -362,45 +358,33 @@ sub Destroy {
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# }
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# return -1;
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#}
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#==============================================================================================================================
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# Returns an array with (left, top, right, bottom) of the variable layer thickness bar on the screen.
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sub _variable_layer_thickness_bar_rect_screen {
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my ($self) = @_;
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my ($cw, $ch) = $self->GetSizeWH;
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return ($cw - VARIABLE_LAYER_THICKNESS_BAR_WIDTH, 0, $cw, $ch - VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT);
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}
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sub _variable_layer_thickness_bar_rect_viewport {
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my ($self) = @_;
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my ($cw, $ch) = $self->GetSizeWH;
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#==============================================================================================================================
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my $zoom = Slic3r::GUI::_3DScene::get_camera_zoom($self);
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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));
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#
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## Returns an array with (left, top, right, bottom) of the variable layer thickness bar on the screen.
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#sub _variable_layer_thickness_bar_rect_screen {
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# my ($self) = @_;
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# my ($cw, $ch) = $self->GetSizeWH;
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# return ($cw - VARIABLE_LAYER_THICKNESS_BAR_WIDTH, 0, $cw, $ch - VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT);
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#}
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#
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#sub _variable_layer_thickness_bar_rect_viewport {
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# my ($self) = @_;
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# my ($cw, $ch) = $self->GetSizeWH;
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# return ((0.5*$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));
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#==============================================================================================================================
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}
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#==============================================================================================================================
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#}
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#
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## Returns an array with (left, top, right, bottom) of the variable layer thickness bar on the screen.
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#sub _variable_layer_thickness_reset_rect_screen {
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# my ($self) = @_;
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# my ($cw, $ch) = $self->GetSizeWH;
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# return ($cw - VARIABLE_LAYER_THICKNESS_BAR_WIDTH, $ch - VARIABLE_LAYER_THICKNESS_RESET_BUTTON_HEIGHT, $cw, $ch);
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#}
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#==============================================================================================================================
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sub _variable_layer_thickness_reset_rect_viewport {
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my ($self) = @_;
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my ($cw, $ch) = $self->GetSizeWH;
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#==============================================================================================================================
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my $zoom = Slic3r::GUI::_3DScene::get_camera_zoom($self);
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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);
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#
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#sub _variable_layer_thickness_reset_rect_viewport {
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# my ($self) = @_;
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# my ($cw, $ch) = $self->GetSizeWH;
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# return ((0.5*$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);
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#==============================================================================================================================
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}
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#==============================================================================================================================
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#}
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#
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#sub _variable_layer_thickness_bar_rect_mouse_inside {
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# my ($self, $mouse_evt) = @_;
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# my ($bar_left, $bar_top, $bar_right, $bar_bottom) = $self->_variable_layer_thickness_bar_rect_screen;
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@ -1400,42 +1384,33 @@ sub Render {
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return unless my $context = $self->GetContext;
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$self->SetCurrent($context);
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$self->InitGL;
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glClearColor(1, 1, 1, 1);
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glClearDepth(1);
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glDepthFunc(GL_LESS);
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#==============================================================================================================================
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# glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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#==============================================================================================================================
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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if (!TURNTABLE_MODE) {
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# Shift the perspective camera.
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#==============================================================================================================================
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my $camera_pos = Slic3r::Pointf3->new(0,0,-Slic3r::GUI::_3DScene::get_camera_distance($self));
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# my $camera_pos = Slic3r::Pointf3->new(0,0,-$self->_camera_distance);
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#==============================================================================================================================
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glTranslatef(@$camera_pos);
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}
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if (TURNTABLE_MODE) {
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# Turntable mode is enabled by default.
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#==============================================================================================================================
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glRotatef(-Slic3r::GUI::_3DScene::get_camera_theta($self), 1, 0, 0); # pitch
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glRotatef(Slic3r::GUI::_3DScene::get_camera_phi($self), 0, 0, 1); # yaw
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# glRotatef(-$self->_stheta, 1, 0, 0); # pitch
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# glRotatef($self->_sphi, 0, 0, 1); # yaw
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#==============================================================================================================================
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} else {
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my @rotmat = quat_to_rotmatrix($self->quat);
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glMultMatrixd_p(@rotmat[0..15]);
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}
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#==============================================================================================================================
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Slic3r::GUI::_3DScene::render($self);
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# glClearColor(1, 1, 1, 1);
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# glClearDepth(1);
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# glDepthFunc(GL_LESS);
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# glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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#
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# glMatrixMode(GL_MODELVIEW);
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# glLoadIdentity();
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#
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# if (!TURNTABLE_MODE) {
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# # Shift the perspective camera.
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# my $camera_pos = Slic3r::Pointf3->new(0,0,-$self->_camera_distance);
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# glTranslatef(@$camera_pos);
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# }
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#
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# if (TURNTABLE_MODE) {
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# # Turntable mode is enabled by default.
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# glRotatef(-$self->_stheta, 1, 0, 0); # pitch
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# glRotatef($self->_sphi, 0, 0, 1); # yaw
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# } else {
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# my @rotmat = quat_to_rotmatrix($self->quat);
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# glMultMatrixd_p(@rotmat[0..15]);
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# }
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#
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# glTranslatef(@{ $self->_camera_target->negative });
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#
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# # light from above
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