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			133 lines
		
	
	
	
		
			3.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			133 lines
		
	
	
	
		
			3.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef slic3r_3DBed_hpp_
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| #define slic3r_3DBed_hpp_
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| 
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| #include "GLTexture.hpp"
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| #include "3DScene.hpp"
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| #include "GLShader.hpp"
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| 
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| #include <tuple>
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| 
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| class GLUquadric;
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| typedef class GLUquadric GLUquadricObj;
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| 
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| namespace Slic3r {
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| namespace GUI {
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| 
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| class GLCanvas3D;
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| 
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| class GeometryBuffer
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| {
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|     struct Vertex
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|     {
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|         float position[3];
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|         float tex_coords[2];
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| 
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|         Vertex()
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|         {
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|             position[0] = 0.0f; position[1] = 0.0f; position[2] = 0.0f;
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|             tex_coords[0] = 0.0f; tex_coords[1] = 0.0f;
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|         }
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|     };
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| 
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|     std::vector<Vertex> m_vertices;
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| 
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| public:
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|     bool set_from_triangles(const Polygons& triangles, float z, bool generate_tex_coords);
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|     bool set_from_lines(const Lines& lines, float z);
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| 
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|     const float* get_vertices_data() const;
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|     unsigned int get_vertices_data_size() const { return (unsigned int)m_vertices.size() * get_vertex_data_size(); }
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|     unsigned int get_vertex_data_size() const { return (unsigned int)(5 * sizeof(float)); }
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|     size_t get_position_offset() const { return 0; }
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|     size_t get_tex_coords_offset() const { return (size_t)(3 * sizeof(float)); }
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|     unsigned int get_vertices_count() const { return (unsigned int)m_vertices.size(); }
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| };
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| 
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| class Bed3D
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| {
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|     struct Axes
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|     {
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|         static const double Radius;
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|         static const double ArrowBaseRadius;
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|         static const double ArrowLength;
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|         Vec3d origin;
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|         Vec3d length;
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|         GLUquadricObj* m_quadric;
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| 
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|         Axes();
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|         ~Axes();
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| 
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|         void render() const;
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| 
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|     private:
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|         void render_axis(double length) const;
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|     };
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| 
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| public:
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|     enum EType : unsigned char
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|     {
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|         System,
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|         Custom,
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|         Num_Types
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|     };
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| 
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| private:
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|     EType m_type;
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|     Pointfs m_shape;
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|     std::string m_texture_filename;
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|     std::string m_model_filename;
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|     mutable BoundingBoxf3 m_bounding_box;
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|     mutable BoundingBoxf3 m_extended_bounding_box;
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|     Polygon m_polygon;
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|     GeometryBuffer m_triangles;
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|     GeometryBuffer m_gridlines;
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|     mutable GLTexture m_texture;
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|     mutable GLBed m_model;
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|     // temporary texture shown until the main texture has still no levels compressed
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|     mutable GLTexture m_temp_texture;
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|     mutable Shader m_shader;
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|     mutable unsigned int m_vbo_id;
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|     Axes m_axes;
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| 
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|     mutable float m_scale_factor;
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| 
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| public:
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|     Bed3D();
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|     ~Bed3D() { reset(); }
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| 
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|     EType get_type() const { return m_type; }
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| 
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|     bool is_custom() const { return m_type == Custom; }
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| 
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|     const Pointfs& get_shape() const { return m_shape; }
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|     // Return true if the bed shape changed, so the calee will update the UI.
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|     bool set_shape(const Pointfs& shape, const std::string& custom_texture, const std::string& custom_model);
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| 
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|     const BoundingBoxf3& get_bounding_box(bool extended) const { return extended ? m_extended_bounding_box : m_bounding_box; }
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|     bool contains(const Point& point) const;
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|     Point point_projection(const Point& point) const;
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| 
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| #if ENABLE_6DOF_CAMERA
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|     void render(GLCanvas3D& canvas, bool bottom, float scale_factor, bool show_axes) const;
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| #else
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|     void render(GLCanvas3D& canvas, float theta, float scale_factor, bool show_axes) const;
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| #endif // ENABLE_6DOF_CAMERA
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| 
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| private:
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|     void calc_bounding_boxes() const;
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|     void calc_triangles(const ExPolygon& poly);
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|     void calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox);
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|     std::tuple<EType, std::string, std::string> detect_type(const Pointfs& shape) const;
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|     void render_axes() const;
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|     void render_system(GLCanvas3D& canvas, bool bottom) const;
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|     void render_texture(bool bottom, GLCanvas3D& canvas) const;
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|     void render_model() const;
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|     void render_custom(GLCanvas3D& canvas, bool bottom) const;
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|     void render_default(bool bottom) const;
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|     void reset();
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| };
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| 
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| } // GUI
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| } // Slic3r
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| 
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| #endif // slic3r_3DBed_hpp_
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