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108 lines
3.6 KiB
C++
108 lines
3.6 KiB
C++
#ifndef slic3r_GLGizmoFdmSupports_hpp_
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#define slic3r_GLGizmoFdmSupports_hpp_
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#include "GLGizmoBase.hpp"
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#include "slic3r/GUI/3DScene.hpp"
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#include <cereal/types/vector.hpp>
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namespace Slic3r {
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enum class FacetSupportType : int8_t;
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namespace GUI {
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enum class SLAGizmoEventType : unsigned char;
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class GLGizmoFdmSupports : public GLGizmoBase
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{
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private:
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ObjectID m_old_mo_id;
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size_t m_old_volumes_size = 0;
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GLUquadricObj* m_quadric;
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float m_cursor_radius = 2.f;
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static constexpr float CursorRadiusMin = 0.f;
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static constexpr float CursorRadiusMax = 8.f;
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static constexpr float CursorRadiusStep = 0.2f;
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// For each model-part volume, store a list of statuses of
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// individual facets (one of the enum values above).
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std::vector<std::vector<FacetSupportType>> m_selected_facets;
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// Vertex buffer arrays for each model-part volume. There is a vector of
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// arrays so that adding triangles can be done without regenerating all
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// other triangles. Enforcers and blockers are of course separate.
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std::vector<std::array<std::vector<GLIndexedVertexArray>, 2>> m_ivas;
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void update_vertex_buffers(const TriangleMesh* mesh,
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int mesh_id,
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FacetSupportType type, // enforcers / blockers
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const std::vector<size_t>* new_facets = nullptr); // nullptr -> regenerate all
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public:
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GLGizmoFdmSupports(GLCanvas3D& parent, const std::string& icon_filename, unsigned int sprite_id);
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~GLGizmoFdmSupports() override;
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void set_fdm_support_data(ModelObject* model_object, const Selection& selection);
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bool gizmo_event(SLAGizmoEventType action, const Vec2d& mouse_position, bool shift_down, bool alt_down, bool control_down);
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using NeighborData = std::pair<size_t, size_t>;
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private:
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bool on_init() override;
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void on_render() const override;
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void on_render_for_picking() const override {}
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void render_triangles(const Selection& selection) const;
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void render_cursor_circle() const;
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void update_model_object() const;
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void update_from_model_object();
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void select_facets_by_angle(float threshold, bool overwrite, bool block);
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bool m_overwrite_selected = false;
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float m_angle_threshold_deg = 45.f;
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bool is_mesh_point_clipped(const Vec3d& point) const;
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float m_clipping_plane_distance = 0.f;
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std::unique_ptr<ClippingPlane> m_clipping_plane;
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bool m_setting_angle = false;
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// This map holds all translated description texts, so they can be easily referenced during layout calculations
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// etc. When language changes, GUI is recreated and this class constructed again, so the change takes effect.
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std::map<std::string, wxString> m_desc;
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enum class Button {
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None,
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Left,
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Right
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};
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Button m_button_down = Button::None;
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EState m_old_state = Off; // to be able to see that the gizmo has just been closed (see on_set_state)
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std::vector<std::vector<NeighborData>> m_neighbors; // pairs of vertex_index - facet_index for each mesh
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protected:
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void on_set_state() override;
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void on_start_dragging() override;
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void on_stop_dragging() override;
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void on_render_input_window(float x, float y, float bottom_limit) override;
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std::string on_get_name() const override;
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bool on_is_activable() const override;
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bool on_is_selectable() const override;
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void on_load(cereal::BinaryInputArchive& ar) override;
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void on_save(cereal::BinaryOutputArchive& ar) const override;
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CommonGizmosDataID on_get_requirements() const override;
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};
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} // namespace GUI
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} // namespace Slic3r
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#endif // slic3r_GLGizmoFdmSupports_hpp_
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