mirror of
https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-10 00:07:52 -06:00
744 lines
27 KiB
C++
744 lines
27 KiB
C++
#include "libslic3r/libslic3r.h"
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#include "3DBed.hpp"
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#include "libslic3r/Polygon.hpp"
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#include "libslic3r/ClipperUtils.hpp"
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#include "libslic3r/BoundingBox.hpp"
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#include "libslic3r/Geometry/Circle.hpp"
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#include "libslic3r/Tesselate.hpp"
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#include "libslic3r/PresetBundle.hpp"
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#include "GUI_App.hpp"
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#include "GUI_Colors.hpp"
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#include "GLCanvas3D.hpp"
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#include "Plater.hpp"
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#include "Camera.hpp"
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#include <GL/glew.h>
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#include <boost/algorithm/string/predicate.hpp>
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#include <boost/filesystem/operations.hpp>
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#include <boost/log/trivial.hpp>
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#if BOOST_VERSION >= 107800
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#include <boost/timer/timer.hpp>
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#else
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#include <boost/timer.hpp>
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#endif
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static const float GROUND_Z = -0.04f;
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static const Slic3r::ColorRGBA DEFAULT_MODEL_COLOR = { 0.3255f, 0.337f, 0.337f, 1.0f };
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static const Slic3r::ColorRGBA DEFAULT_MODEL_COLOR_DARK = { 0.255f, 0.255f, 0.283f, 1.0f };
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static const Slic3r::ColorRGBA PICKING_MODEL_COLOR = Slic3r::ColorRGBA::BLACK();
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static const Slic3r::ColorRGBA DEFAULT_SOLID_GRID_COLOR = { 0.9f, 0.9f, 0.9f, 1.0f };
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static const Slic3r::ColorRGBA DEFAULT_TRANSPARENT_GRID_COLOR = { 0.9f, 0.9f, 0.9f, 0.6f };
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namespace Slic3r {
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namespace GUI {
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bool init_model_from_poly(GLModel &model, const ExPolygon &poly, float z)
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{
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if (poly.empty())
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return false;
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const std::vector<Vec2f> triangles = triangulate_expolygon_2f(poly, NORMALS_UP);
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if (triangles.empty() || triangles.size() % 3 != 0)
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return false;
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GLModel::Geometry init_data;
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init_data.format = { GLModel::Geometry::EPrimitiveType::Triangles, GLModel::Geometry::EVertexLayout::P3T2 };
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init_data.reserve_vertices(triangles.size());
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init_data.reserve_indices(triangles.size() / 3);
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Vec2f min = triangles.front();
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Vec2f max = min;
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for (const Vec2f &v : triangles) {
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min = min.cwiseMin(v).eval();
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max = max.cwiseMax(v).eval();
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}
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const Vec2f size = max - min;
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if (size.x() <= 0.0f || size.y() <= 0.0f)
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return false;
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Vec2f inv_size = size.cwiseInverse();
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inv_size.y() *= -1.0f;
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// vertices + indices
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unsigned int vertices_counter = 0;
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for (const Vec2f &v : triangles) {
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const Vec3f p = {v.x(), v.y(), z};
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init_data.add_vertex(p, (Vec2f)(v - min).cwiseProduct(inv_size).eval());
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++vertices_counter;
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if (vertices_counter % 3 == 0)
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init_data.add_triangle(vertices_counter - 3, vertices_counter - 2, vertices_counter - 1);
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}
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model.init_from(std::move(init_data));
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return true;
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}
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/*
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bool GeometryBuffer::set_from_triangles(const std::vector<Vec2f> &triangles, float z)
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{
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if (triangles.empty()) {
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m_vertices.clear();
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return false;
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}
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m_vertices.clear();
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assert(triangles.size() % 3 == 0);
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m_vertices = std::vector<Vertex>(triangles.size(), Vertex());
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Vec2f min = triangles.front();
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Vec2f max = min;
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for (size_t v_count = 0; v_count < triangles.size(); ++ v_count) {
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const Vec2f &p = triangles[v_count];
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Vertex &v = m_vertices[v_count];
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v.position = Vec3f(p.x(), p.y(), z);
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v.tex_coords = p;
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min = min.cwiseMin(p).eval();
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max = max.cwiseMax(p).eval();
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}
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Vec2f size = max - min;
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if (size.x() != 0.f && size.y() != 0.f) {
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Vec2f inv_size = size.cwiseInverse();
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inv_size.y() *= -1;
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for (Vertex& v : m_vertices) {
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v.tex_coords -= min;
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v.tex_coords.x() *= inv_size.x();
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v.tex_coords.y() *= inv_size.y();
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}
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}
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return true;
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}
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bool GeometryBuffer::set_from_lines(const Lines& lines, float z)
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{
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m_vertices.clear();
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unsigned int v_size = 2 * (unsigned int)lines.size();
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if (v_size == 0)
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return false;
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m_vertices = std::vector<Vertex>(v_size, Vertex());
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unsigned int v_count = 0;
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for (const Line& l : lines) {
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Vertex& v1 = m_vertices[v_count];
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v1.position[0] = unscale<float>(l.a(0));
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v1.position[1] = unscale<float>(l.a(1));
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v1.position[2] = z;
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++v_count;
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Vertex& v2 = m_vertices[v_count];
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v2.position[0] = unscale<float>(l.b(0));
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v2.position[1] = unscale<float>(l.b(1));
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v2.position[2] = z;
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++v_count;
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}
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return true;
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}
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//BBS: set from 3d lines
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bool GeometryBuffer::set_from_3d_Lines(const Lines3& lines)
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{
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m_vertices.clear();
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unsigned int v_size = 2 * (unsigned int)lines.size();
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if (v_size == 0)
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return false;
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m_vertices = std::vector<Vertex>(v_size, Vertex());
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unsigned int v_count = 0;
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for (const Line3& l : lines) {
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Vertex& v1 = m_vertices[v_count];
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v1.position[0] = unscale<float>(l.a(0));
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v1.position[1] = unscale<float>(l.a(1));
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v1.position[2] = unscale<float>(l.a(2));
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++v_count;
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Vertex& v2 = m_vertices[v_count];
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v2.position[0] = unscale<float>(l.b(0));
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v2.position[1] = unscale<float>(l.b(1));
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v2.position[2] = unscale<float>(l.b(2));
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++v_count;
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}
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return true;
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}
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const float* GeometryBuffer::get_vertices_data() const
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{
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return (m_vertices.size() > 0) ? (const float*)m_vertices.data() : nullptr;
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}
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*/
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const float Bed3D::Axes::DefaultStemRadius = 0.5f;
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const float Bed3D::Axes::DefaultStemLength = 25.0f;
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const float Bed3D::Axes::DefaultTipRadius = 2.5f * Bed3D::Axes::DefaultStemRadius;
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const float Bed3D::Axes::DefaultTipLength = 5.0f;
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ColorRGBA Bed3D::AXIS_X_COLOR = ColorRGBA::X();
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ColorRGBA Bed3D::AXIS_Y_COLOR = ColorRGBA::Y();
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ColorRGBA Bed3D::AXIS_Z_COLOR = ColorRGBA::Z();
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void Bed3D::update_render_colors()
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{
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Bed3D::AXIS_X_COLOR = ImGuiWrapper::from_ImVec4(RenderColor::colors[RenderCol_Axis_X]);
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Bed3D::AXIS_Y_COLOR = ImGuiWrapper::from_ImVec4(RenderColor::colors[RenderCol_Axis_Y]);
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Bed3D::AXIS_Z_COLOR = ImGuiWrapper::from_ImVec4(RenderColor::colors[RenderCol_Axis_Z]);
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}
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void Bed3D::load_render_colors()
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{
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RenderColor::colors[RenderCol_Axis_X] = ImGuiWrapper::to_ImVec4(Bed3D::AXIS_X_COLOR);
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RenderColor::colors[RenderCol_Axis_Y] = ImGuiWrapper::to_ImVec4(Bed3D::AXIS_Y_COLOR);
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RenderColor::colors[RenderCol_Axis_Z] = ImGuiWrapper::to_ImVec4(Bed3D::AXIS_Z_COLOR);
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}
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void Bed3D::Axes::render()
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{
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auto render_axis = [this](GLShaderProgram* shader, const Transform3d& transform) {
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Transform3d& view_matrix = camera.get_view_matrix();
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shader->set_uniform("view_model_matrix", view_matrix * transform);
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shader->set_uniform("projection_matrix", camera.get_projection_matrix());
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const Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * transform.matrix().block(0, 0, 3, 3).inverse().transpose();
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shader->set_uniform("view_normal_matrix", view_normal_matrix);
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m_arrow.render();
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};
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if (!m_arrow.is_initialized())
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m_arrow.init_from(stilized_arrow(16, DefaultTipRadius, DefaultTipLength, DefaultStemRadius, m_stem_length));
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GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
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if (shader == nullptr)
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return;
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glsafe(::glEnable(GL_DEPTH_TEST));
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shader->start_using();
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shader->set_uniform("emission_factor", 0.0f);
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// x axis
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m_arrow.set_color(AXIS_X_COLOR);
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render_axis(shader, Geometry::assemble_transform(m_origin, { 0.0, 0.5 * M_PI, 0.0 }));
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// y axis
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m_arrow.set_color(AXIS_Y_COLOR);
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render_axis(shader, Geometry::assemble_transform(m_origin, { -0.5 * M_PI, 0.0, 0.0 }));
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// z axis
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m_arrow.set_color(AXIS_Z_COLOR);
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render_axis(shader, Geometry::assemble_transform(m_origin));
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shader->stop_using();
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glsafe(::glDisable(GL_DEPTH_TEST));
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}
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//BBS: add part plate logic
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bool Bed3D::set_shape(const Pointfs& printable_area, const double printable_height, const std::string& custom_model, bool force_as_custom,
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const Vec2d position, bool with_reset)
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{
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/*auto check_texture = [](const std::string& texture) {
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boost::system::error_code ec; // so the exists call does not throw (e.g. after a permission problem)
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return !texture.empty() && (boost::algorithm::iends_with(texture, ".png") || boost::algorithm::iends_with(texture, ".svg")) && boost::filesystem::exists(texture, ec);
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};*/
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auto check_model = [](const std::string& model) {
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boost::system::error_code ec;
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return !model.empty() && boost::algorithm::iends_with(model, ".stl") && boost::filesystem::exists(model, ec);
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};
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Type type;
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std::string model;
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std::string texture;
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if (force_as_custom)
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type = Type::Custom;
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else {
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auto [new_type, system_model, system_texture] = detect_type(printable_area);
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type = new_type;
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model = system_model;
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texture = system_texture;
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}
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/*std::string texture_filename = custom_texture.empty() ? texture : custom_texture;
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if (! texture_filename.empty() && ! check_texture(texture_filename)) {
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BOOST_LOG_TRIVIAL(error) << "Unable to load bed texture: " << texture_filename;
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texture_filename.clear();
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}*/
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std::string model_filename = custom_model.empty() ? model : custom_model;
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if (! model_filename.empty() && ! check_model(model_filename)) {
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BOOST_LOG_TRIVIAL(error) << "Unable to load bed model: " << model_filename;
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model_filename.clear();
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}
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//BBS: add position related logic
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if (m_bed_shape == printable_area && m_build_volume.printable_height() == printable_height && m_type == type && m_model_filename == model_filename && position == m_position)
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// No change, no need to update the UI.
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return false;
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//BBS: add part plate logic, apply position to bed shape
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BOOST_LOG_TRIVIAL(info) << __FUNCTION__ << boost::format(":current position {%1%,%2%}, new position {%3%, %4%}") % m_position.x() % m_position.y() % position.x() % position.y();
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m_position = position;
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m_bed_shape = printable_area;
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if ((position(0) != 0) || (position(1) != 0)) {
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Pointfs new_bed_shape;
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for (const Vec2d& p : m_bed_shape) {
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Vec2d point(p(0) + m_position.x(), p(1) + m_position.y());
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new_bed_shape.push_back(point);
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}
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m_build_volume = BuildVolume { new_bed_shape, printable_height };
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}
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else
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m_build_volume = BuildVolume { printable_area, printable_height };
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m_type = type;
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//m_texture_filename = texture_filename;
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m_model_filename = model_filename;
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//BBS: add part plate logic
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m_extended_bounding_box = this->calc_extended_bounding_box(false);
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//BBS: add part plate logic
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//BBS add default bed
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m_triangles.reset();
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if (with_reset) {
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//m_texture.reset();
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m_model.reset();
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}
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//BBS: add part plate logic, always update model offset
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//else {
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update_model_offset();
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//}
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// Set the origin and size for rendering the coordinate system axes.
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m_axes.set_origin({ 0.0, 0.0, static_cast<double>(GROUND_Z) });
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m_axes.set_stem_length(0.1f * static_cast<float>(m_build_volume.bounding_volume().max_size()));
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// Let the calee to update the UI.
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return true;
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}
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//BBS: add api to set position for partplate related bed
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void Bed3D::set_position(Vec2d& position)
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{
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set_shape(m_bed_shape, m_build_volume.printable_height(), m_model_filename, false, position, false);
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}
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void Bed3D::set_axes_mode(bool origin)
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{
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if (origin) {
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m_axes.set_origin({ 0.0, 0.0, static_cast<double>(GROUND_Z) });
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}
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else {
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m_axes.set_origin({ m_position.x(), m_position.y(), static_cast<double>(GROUND_Z) });
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}
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}
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/*bool Bed3D::contains(const Point& point) const
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{
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return m_polygon.contains(point);
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}
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Point Bed3D::point_projection(const Point& point) const
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{
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return m_polygon.point_projection(point);
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}*/
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void Bed3D::on_change_color_mode(bool is_dark)
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{
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m_is_dark = is_dark;
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}
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void Bed3D::render(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, float scale_factor, bool show_axes)
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{
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render_internal(canvas, view_matrix, projection_matrix, bottom, scale_factor, show_axes);
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}
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/*void Bed3D::render_for_picking(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, float scale_factor)
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{
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render_internal(canvas, view_matrix, projection_matrix, bottom, scale_factor, false, false, true);
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}*/
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void Bed3D::render_internal(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, float scale_factor,
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bool show_axes)
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{
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m_scale_factor = scale_factor;
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if (show_axes)
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render_axes();
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glsafe(::glEnable(GL_DEPTH_TEST));
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m_model.set_color(m_is_dark ? DEFAULT_MODEL_COLOR_DARK : DEFAULT_MODEL_COLOR);
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switch (m_type)
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{
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case Type::System: { render_system(canvas, view_matrix, projection_matrix, bottom); break; }
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default:
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case Type::Custom: { render_custom(canvas, view_matrix, projection_matrix, bottom); break; }
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}
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glsafe(::glDisable(GL_DEPTH_TEST));
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}
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//BBS: add partplate related logic
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// Calculate an extended bounding box from axes and current model for visualization purposes.
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BoundingBoxf3 Bed3D::calc_extended_bounding_box(bool consider_model_offset) const
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{
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BoundingBoxf3 out { m_build_volume.bounding_volume() };
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const Vec3d size = out.size();
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// ensures that the bounding box is set as defined or the following calls to merge() will not work as intented
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if (size.x() > 0.0 && size.y() > 0.0 && !out.defined)
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out.defined = true;
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// Reset the build volume Z, we don't want to zoom to the top of the build volume if it is empty.
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out.min.z() = 0.0;
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out.max.z() = 0.0;
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// extend to contain axes
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//BBS: add part plate related logic.
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Vec3d offset{ m_position.x(), m_position.y(), 0.f };
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//out.merge(m_axes.get_origin() + offset + m_axes.get_total_length() * Vec3d::Ones());
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out.merge(Vec3d(0.f, 0.f, GROUND_Z) + offset + m_axes.get_total_length() * Vec3d::Ones());
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out.merge(out.min + Vec3d(-Axes::DefaultTipRadius, -Axes::DefaultTipRadius, out.max.z()));
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//BBS: add part plate related logic.
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if (consider_model_offset) {
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// extend to contain model, if any
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BoundingBoxf3 model_bb = m_model.get_bounding_box();
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if (model_bb.defined) {
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model_bb.translate(m_model_offset);
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out.merge(model_bb);
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}
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}
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return out;
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}
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// Try to match the print bed shape with the shape of an active profile. If such a match exists,
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// return the print bed model.
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std::tuple<Bed3D::Type, std::string, std::string> Bed3D::detect_type(const Pointfs& shape)
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{
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auto bundle = wxGetApp().preset_bundle;
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if (bundle != nullptr) {
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const Preset* curr = &bundle->printers.get_selected_preset();
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while (curr != nullptr) {
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if (curr->config.has("printable_area")) {
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std::string texture_filename, model_filename;
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if (shape == dynamic_cast<const ConfigOptionPoints*>(curr->config.option("printable_area"))->values) {
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if (curr->is_system)
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model_filename = PresetUtils::system_printer_bed_model(*curr);
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else {
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auto *printer_model = curr->config.opt<ConfigOptionString>("printer_model");
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if (printer_model != nullptr && ! printer_model->value.empty()) {
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model_filename = bundle->get_stl_model_for_printer_model(printer_model->value);
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}
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}
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//std::string model_filename = PresetUtils::system_printer_bed_model(*curr);
|
|
//std::string texture_filename = PresetUtils::system_printer_bed_texture(*curr);
|
|
if (!model_filename.empty())
|
|
return { Type::System, model_filename, texture_filename };
|
|
}
|
|
}
|
|
|
|
curr = bundle->printers.get_preset_parent(*curr);
|
|
}
|
|
}
|
|
|
|
return { Type::Custom, {}, {} };
|
|
}
|
|
|
|
void Bed3D::render_axes()
|
|
{
|
|
if (m_build_volume.valid())
|
|
m_axes.render();
|
|
}
|
|
|
|
void Bed3D::render_system(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom)
|
|
{
|
|
if (!bottom)
|
|
render_model(view_matrix, projection_matrix);
|
|
|
|
/*if (show_texture)
|
|
render_texture(bottom, canvas);*/
|
|
}
|
|
|
|
/*void Bed3D::render_texture(bool bottom, GLCanvas3D& canvas)
|
|
{
|
|
GLTexture* texture = const_cast<GLTexture*>(&m_texture);
|
|
GLTexture* temp_texture = const_cast<GLTexture*>(&m_temp_texture);
|
|
|
|
if (m_texture_filename.empty()) {
|
|
texture->reset();
|
|
render_default(bottom, false);
|
|
return;
|
|
}
|
|
|
|
if (texture->get_id() == 0 || texture->get_source() != m_texture_filename) {
|
|
texture->reset();
|
|
|
|
if (boost::algorithm::iends_with(m_texture_filename, ".svg")) {
|
|
// use higher resolution images if graphic card and opengl version allow
|
|
GLint max_tex_size = OpenGLManager::get_gl_info().get_max_tex_size();
|
|
if (temp_texture->get_id() == 0 || temp_texture->get_source() != m_texture_filename) {
|
|
// generate a temporary lower resolution texture to show while no main texture levels have been compressed
|
|
if (!temp_texture->load_from_svg_file(m_texture_filename, false, false, false, max_tex_size / 8)) {
|
|
render_default(bottom, false);
|
|
return;
|
|
}
|
|
canvas.request_extra_frame();
|
|
}
|
|
|
|
// starts generating the main texture, compression will run asynchronously
|
|
if (!texture->load_from_svg_file(m_texture_filename, true, true, true, max_tex_size)) {
|
|
render_default(bottom, false);
|
|
return;
|
|
}
|
|
}
|
|
else if (boost::algorithm::iends_with(m_texture_filename, ".png")) {
|
|
// generate a temporary lower resolution texture to show while no main texture levels have been compressed
|
|
if (temp_texture->get_id() == 0 || temp_texture->get_source() != m_texture_filename) {
|
|
if (!temp_texture->load_from_file(m_texture_filename, false, GLTexture::None, false)) {
|
|
render_default(bottom, false);
|
|
return;
|
|
}
|
|
canvas.request_extra_frame();
|
|
}
|
|
|
|
// starts generating the main texture, compression will run asynchronously
|
|
if (!texture->load_from_file(m_texture_filename, true, GLTexture::MultiThreaded, true)) {
|
|
render_default(bottom, false);
|
|
return;
|
|
}
|
|
}
|
|
else {
|
|
render_default(bottom, false);
|
|
return;
|
|
}
|
|
}
|
|
else if (texture->unsent_compressed_data_available()) {
|
|
// sends to gpu the already available compressed levels of the main texture
|
|
texture->send_compressed_data_to_gpu();
|
|
|
|
// the temporary texture is not needed anymore, reset it
|
|
if (temp_texture->get_id() != 0)
|
|
temp_texture->reset();
|
|
|
|
canvas.request_extra_frame();
|
|
}
|
|
|
|
if (m_triangles.get_vertices_count() > 0) {
|
|
GLShaderProgram* shader = wxGetApp().get_shader("printbed");
|
|
if (shader != nullptr) {
|
|
shader->start_using();
|
|
const Camera& camera = wxGetApp().plater()->get_camera();
|
|
shader->set_uniform("view_model_matrix", camera.get_view_matrix());
|
|
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
|
|
shader->set_uniform("transparent_background", bottom);
|
|
shader->set_uniform("svg_source", boost::algorithm::iends_with(m_texture.get_source(), ".svg"));
|
|
|
|
unsigned int* vbo_id = const_cast<unsigned int*>(&m_vbo_id);
|
|
|
|
if (*vbo_id == 0) {
|
|
glsafe(::glGenBuffers(1, vbo_id));
|
|
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, *vbo_id));
|
|
glsafe(::glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)m_triangles.get_vertices_data_size(), (const GLvoid*)m_triangles.get_vertices_data(), GL_STATIC_DRAW));
|
|
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
|
|
}
|
|
|
|
glsafe(::glEnable(GL_DEPTH_TEST));
|
|
if (bottom)
|
|
glsafe(::glDepthMask(GL_FALSE));
|
|
|
|
glsafe(::glEnable(GL_BLEND));
|
|
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
|
|
|
|
if (bottom)
|
|
glsafe(::glFrontFace(GL_CW));
|
|
|
|
unsigned int stride = m_triangles.get_vertex_data_size();
|
|
|
|
GLint position_id = shader->get_attrib_location("v_position");
|
|
GLint tex_coords_id = shader->get_attrib_location("v_tex_coords");
|
|
|
|
// show the temporary texture while no compressed data is available
|
|
GLuint tex_id = (GLuint)temp_texture->get_id();
|
|
if (tex_id == 0)
|
|
tex_id = (GLuint)texture->get_id();
|
|
|
|
glsafe(::glBindTexture(GL_TEXTURE_2D, tex_id));
|
|
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, *vbo_id));
|
|
|
|
if (position_id != -1) {
|
|
glsafe(::glEnableVertexAttribArray(position_id));
|
|
glsafe(::glVertexAttribPointer(position_id, 3, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(intptr_t)m_triangles.get_position_offset()));
|
|
}
|
|
if (tex_coords_id != -1) {
|
|
glsafe(::glEnableVertexAttribArray(tex_coords_id));
|
|
glsafe(::glVertexAttribPointer(tex_coords_id, 2, GL_FLOAT, GL_FALSE, stride, (GLvoid*)(intptr_t)m_triangles.get_tex_coords_offset()));
|
|
}
|
|
|
|
glsafe(::glDrawArrays(GL_TRIANGLES, 0, (GLsizei)m_triangles.get_vertices_count()));
|
|
|
|
if (tex_coords_id != -1)
|
|
glsafe(::glDisableVertexAttribArray(tex_coords_id));
|
|
|
|
if (position_id != -1)
|
|
glsafe(::glDisableVertexAttribArray(position_id));
|
|
|
|
glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
|
|
glsafe(::glBindTexture(GL_TEXTURE_2D, 0));
|
|
|
|
if (bottom)
|
|
glsafe(::glFrontFace(GL_CCW));
|
|
|
|
glsafe(::glDisable(GL_BLEND));
|
|
if (bottom)
|
|
glsafe(::glDepthMask(GL_TRUE));
|
|
|
|
shader->stop_using();
|
|
}
|
|
}
|
|
}*/
|
|
|
|
//BBS: add part plate related logic
|
|
void Bed3D::update_model_offset() const
|
|
{
|
|
// move the model so that its origin (0.0, 0.0, 0.0) goes into the bed shape center and a bit down to avoid z-fighting with the texture quad
|
|
Vec3d shift = m_extended_bounding_box.center();
|
|
shift(2) = -0.03;
|
|
Vec3d* model_offset_ptr = const_cast<Vec3d*>(&m_model_offset);
|
|
*model_offset_ptr = shift;
|
|
//BBS: TODO: hack for current stl for BBL printer
|
|
if (std::string::npos != m_model_filename.find("bbl-3dp-"))
|
|
{
|
|
(*model_offset_ptr)(0) -= m_bed_shape[2].x() / 2.0f;
|
|
(*model_offset_ptr)(1) -= m_bed_shape[2].y() / 2.0f;
|
|
}
|
|
(*model_offset_ptr)(2) = -0.41 + GROUND_Z;
|
|
|
|
// update extended bounding box
|
|
const_cast<BoundingBoxf3&>(m_extended_bounding_box) = calc_extended_bounding_box();
|
|
}
|
|
|
|
void Bed3D::update_bed_triangles()
|
|
{
|
|
m_triangles.reset();
|
|
|
|
Vec3d shift = m_extended_bounding_box.center();
|
|
shift(2) = -0.03;
|
|
Vec3d* model_offset_ptr = const_cast<Vec3d*>(&m_model_offset);
|
|
*model_offset_ptr = shift;
|
|
//BBS: TODO: hack for default bed
|
|
BoundingBoxf3 build_volume;
|
|
|
|
if (!m_build_volume.valid()) return;
|
|
auto bed_ext = get_extents(m_bed_shape);
|
|
(*model_offset_ptr)(0) = m_build_volume.bounding_volume2d().min.x() - bed_ext.min.x();
|
|
(*model_offset_ptr)(1) = m_build_volume.bounding_volume2d().min.y() - bed_ext.min.y();
|
|
(*model_offset_ptr)(2) = -0.41 + GROUND_Z;
|
|
|
|
std::vector<Vec2d> new_bed_shape;
|
|
for (auto point: m_bed_shape) {
|
|
Vec2d new_point(point.x() + model_offset_ptr->x(), point.y() + model_offset_ptr->y());
|
|
new_bed_shape.push_back(new_point);
|
|
}
|
|
ExPolygon poly{ Polygon::new_scale(new_bed_shape) };
|
|
if (!init_model_from_poly(m_triangles, poly, GROUND_Z)) {
|
|
BOOST_LOG_TRIVIAL(error) << __FUNCTION__ << ":Unable to update plate triangles\n";
|
|
}
|
|
// update extended bounding box
|
|
const_cast<BoundingBoxf3&>(m_extended_bounding_box) = calc_extended_bounding_box();
|
|
}
|
|
|
|
void Bed3D::render_model(const Transform3d& view_matrix, const Transform3d& projection_matrix)
|
|
{
|
|
if (m_model_filename.empty())
|
|
return;
|
|
|
|
if (m_model.get_filename() != m_model_filename && m_model.init_from_file(m_model_filename)) {
|
|
m_model.set_color(m_is_dark ? DEFAULT_MODEL_COLOR_DARK : DEFAULT_MODEL_COLOR);
|
|
|
|
update_model_offset();
|
|
}
|
|
|
|
if (!m_model.get_filename().empty()) {
|
|
GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
|
|
if (shader != nullptr) {
|
|
shader->start_using();
|
|
shader->set_uniform("emission_factor", 0.0f);
|
|
const Transform3d model_matrix = Geometry::assemble_transform(m_model_offset);
|
|
shader->set_uniform("view_model_matrix", view_matrix * model_matrix);
|
|
shader->set_uniform("projection_matrix", projection_matrix);
|
|
const Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * model_matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
|
|
shader->set_uniform("view_normal_matrix", view_normal_matrix);
|
|
m_model.render();
|
|
shader->stop_using();
|
|
}
|
|
}
|
|
}
|
|
|
|
void Bed3D::render_custom(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom)
|
|
{
|
|
if (m_model_filename.empty()) {
|
|
render_default(bottom, view_matrix, projection_matrix);
|
|
return;
|
|
}
|
|
|
|
if (!bottom)
|
|
render_model(view_matrix, projection_matrix);
|
|
|
|
/*if (show_texture)
|
|
render_texture(bottom, canvas);*/
|
|
}
|
|
|
|
void Bed3D::render_default(bool bottom, const Transform3d& view_matrix, const Transform3d& projection_matrix)
|
|
{
|
|
bool picking = false;
|
|
m_texture.reset();
|
|
|
|
update_bed_triangles();
|
|
|
|
GLShaderProgram* shader = wxGetApp().get_shader("flat");
|
|
if (shader != nullptr) {
|
|
shader->start_using();
|
|
|
|
shader->set_uniform("view_model_matrix", view_matrix);
|
|
shader->set_uniform("projection_matrix", projection_matrix);
|
|
|
|
glsafe(::glEnable(GL_DEPTH_TEST));
|
|
glsafe(::glEnable(GL_BLEND));
|
|
glsafe(::glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
|
|
|
|
if (m_model.get_filename().empty() && !bottom) {
|
|
// draw background
|
|
glsafe(::glDepthMask(GL_FALSE));
|
|
m_triangles.set_color(picking ? PICKING_MODEL_COLOR : DEFAULT_MODEL_COLOR);
|
|
m_triangles.render();
|
|
glsafe(::glDepthMask(GL_TRUE));
|
|
}
|
|
|
|
/*if (!picking) {
|
|
// draw grid
|
|
glsafe(::glLineWidth(1.5f * m_scale_factor));
|
|
m_gridlines.set_color(picking ? DEFAULT_SOLID_GRID_COLOR : DEFAULT_TRANSPARENT_GRID_COLOR);
|
|
m_gridlines.render();
|
|
}*/
|
|
|
|
glsafe(::glDisable(GL_BLEND));
|
|
|
|
shader->stop_using();
|
|
}
|
|
}
|
|
|
|
} // GUI
|
|
} // Slic3r
|