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240 lines
11 KiB
C++
240 lines
11 KiB
C++
#ifndef slic3r_GLModel_hpp_
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#define slic3r_GLModel_hpp_
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#include "libslic3r/Point.hpp"
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#include "libslic3r/BoundingBox.hpp"
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#include "libslic3r/Color.hpp"
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#include <vector>
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#include <string>
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struct indexed_triangle_set;
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namespace Slic3r {
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class TriangleMesh;
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class Polygon;
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using Polygons = std::vector<Polygon>;
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class BuildVolume;
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namespace GUI {
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class GLModel
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{
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public:
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struct Geometry
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{
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enum class EPrimitiveType : unsigned char
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{
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Points,
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Triangles,
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TriangleStrip,
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TriangleFan,
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Lines,
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LineStrip,
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LineLoop
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};
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enum class EVertexLayout : unsigned char
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{
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P2, // position 2 floats
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P2T2, // position 2 floats + texture coords 2 floats
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P3, // position 3 floats
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P3T2, // position 3 floats + texture coords 2 floats
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P3N3, // position 3 floats + normal 3 floats
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P3N3T2, // position 3 floats + normal 3 floats + texture coords 2 floats
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P4, // position 4 floats
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};
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enum class EIndexType : unsigned char
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{
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UINT, // unsigned int
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USHORT, // unsigned short
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UBYTE // unsigned byte
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};
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struct Format
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{
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EPrimitiveType type{ EPrimitiveType::Triangles };
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EVertexLayout vertex_layout{ EVertexLayout::P3N3 };
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};
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Format format;
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std::vector<float> vertices;
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std::vector<unsigned int> indices;
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EIndexType index_type{ EIndexType::UINT };
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ColorRGBA color{ ColorRGBA::BLACK() };
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void reserve_vertices(size_t vertices_count) { vertices.reserve(vertices_count * vertex_stride_floats(format)); }
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void reserve_indices(size_t indices_count) { indices.reserve(indices_count); }
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void add_vertex(const Vec2f& position); // EVertexLayout::P2
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void add_vertex(const Vec2f& position, const Vec2f& tex_coord); // EVertexLayout::P2T2
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void add_vertex(const Vec3f& position); // EVertexLayout::P3
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void add_vertex(const Vec3f& position, const Vec2f& tex_coord); // EVertexLayout::P3T2
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void add_vertex(const Vec3f& position, const Vec3f& normal); // EVertexLayout::P3N3
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void add_vertex(const Vec3f& position, const Vec3f& normal, const Vec2f& tex_coord); // EVertexLayout::P3N3T2
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void add_vertex(const Vec4f& position); // EVertexLayout::P4
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void set_vertex(size_t id, const Vec3f& position, const Vec3f& normal); // EVertexLayout::P3N3
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void set_index(size_t id, unsigned int index);
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void add_index(unsigned int id);
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void add_line(unsigned int id1, unsigned int id2);
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void add_triangle(unsigned int id1, unsigned int id2, unsigned int id3);
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Vec2f extract_position_2(size_t id) const;
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Vec3f extract_position_3(size_t id) const;
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Vec3f extract_normal_3(size_t id) const;
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Vec2f extract_tex_coord_2(size_t id) const;
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unsigned int extract_index(size_t id) const;
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void remove_vertex(size_t id);
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bool is_empty() const { return vertices_count() == 0 || indices_count() == 0; }
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size_t vertices_count() const { return vertices.size() / vertex_stride_floats(format); }
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size_t indices_count() const { return indices.size(); }
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size_t vertices_size_floats() const { return vertices.size(); }
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size_t vertices_size_bytes() const { return vertices_size_floats() * sizeof(float); }
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size_t indices_size_bytes() const { return indices.size() * index_stride_bytes(*this); }
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static size_t vertex_stride_floats(const Format& format);
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static size_t vertex_stride_bytes(const Format& format) { return vertex_stride_floats(format) * sizeof(float); }
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static size_t position_stride_floats(const Format& format);
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static size_t position_stride_bytes(const Format& format) { return position_stride_floats(format) * sizeof(float); }
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static size_t position_offset_floats(const Format& format);
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static size_t position_offset_bytes(const Format& format) { return position_offset_floats(format) * sizeof(float); }
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static size_t normal_stride_floats(const Format& format);
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static size_t normal_stride_bytes(const Format& format) { return normal_stride_floats(format) * sizeof(float); }
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static size_t normal_offset_floats(const Format& format);
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static size_t normal_offset_bytes(const Format& format) { return normal_offset_floats(format) * sizeof(float); }
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static size_t tex_coord_stride_floats(const Format& format);
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static size_t tex_coord_stride_bytes(const Format& format) { return tex_coord_stride_floats(format) * sizeof(float); }
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static size_t tex_coord_offset_floats(const Format& format);
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static size_t tex_coord_offset_bytes(const Format& format) { return tex_coord_offset_floats(format) * sizeof(float); }
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static size_t index_stride_bytes(const Geometry& data);
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static bool has_position(const Format& format);
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static bool has_normal(const Format& format);
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static bool has_tex_coord(const Format& format);
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};
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struct RenderData
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{
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Geometry geometry;
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unsigned int vbo_id{ 0 };
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unsigned int ibo_id{ 0 };
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size_t vertices_count{ 0 };
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size_t indices_count{ 0 };
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};
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private:
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RenderData m_render_data;
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// By default the vertex and index buffers data are sent to gpu at the first call to render() method.
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// If you need to initialize a model from outside the main thread, so that a call to render() may happen
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// before the initialization is complete, use the methods:
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// disable_render()
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// ... do your initialization ...
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// enable_render()
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// to keep the data on cpu side until needed.
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bool m_render_disabled{ false };
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BoundingBoxf3 m_bounding_box;
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std::string m_filename;
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public:
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GLModel() = default;
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virtual ~GLModel() { reset(); }
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size_t vertices_count() const { return m_render_data.vertices_count > 0 ?
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m_render_data.vertices_count : m_render_data.geometry.vertices_count(); }
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size_t indices_count() const { return m_render_data.indices_count > 0 ?
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m_render_data.indices_count : m_render_data.geometry.indices_count(); }
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size_t vertices_size_floats() const { return vertices_count() * Geometry::vertex_stride_floats(m_render_data.geometry.format); }
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size_t vertices_size_bytes() const { return vertices_size_floats() * sizeof(float); }
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size_t indices_size_bytes() const { return indices_count() * Geometry::index_stride_bytes(m_render_data.geometry); }
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const Geometry& get_geometry() const { return m_render_data.geometry; }
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void init_from(Geometry&& data);
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void init_from(const TriangleMesh& mesh);
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void init_from(const indexed_triangle_set& its);
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void init_from(const Polygons& polygons, float z);
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bool init_from_file(const std::string& filename);
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void set_color(const ColorRGBA& color) { m_render_data.geometry.color = color; }
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const ColorRGBA& get_color() const { return m_render_data.geometry.color; }
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void reset();
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void render();
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void render(const std::pair<size_t, size_t>& range);
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void render_instanced(unsigned int instances_vbo, unsigned int instances_count);
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bool is_initialized() const { return vertices_count() > 0 && indices_count() > 0; }
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bool is_empty() const { return m_render_data.geometry.is_empty(); }
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const BoundingBoxf3& get_bounding_box() const { return m_bounding_box; }
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const std::string& get_filename() const { return m_filename; }
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bool is_render_disabled() const { return m_render_disabled; }
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void enable_render() { m_render_disabled = false; }
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void disable_render() { m_render_disabled = true; }
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size_t cpu_memory_used() const {
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size_t ret = 0;
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if (!m_render_data.geometry.vertices.empty())
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ret += vertices_size_bytes();
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if (!m_render_data.geometry.indices.empty())
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ret += indices_size_bytes();
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return ret;
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}
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size_t gpu_memory_used() const {
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size_t ret = 0;
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if (m_render_data.geometry.vertices.empty())
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ret += vertices_size_bytes();
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if (m_render_data.geometry.indices.empty())
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ret += indices_size_bytes();
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return ret;
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}
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private:
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bool send_to_gpu();
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};
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bool contains(const BuildVolume& volume, const GLModel& model, bool ignore_bottom = true);
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// create an arrow with cylindrical stem and conical tip, with the given dimensions and resolution
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// the origin of the arrow is in the center of the stem cap
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// the arrow has its axis of symmetry along the Z axis and is pointing upward
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// used to render bed axes and sequential marker
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GLModel::Geometry stilized_arrow(unsigned int resolution, float tip_radius, float tip_height, float stem_radius, float stem_height);
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// create an arrow whose stem is a quarter of circle, with the given dimensions and resolution
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// the origin of the arrow is in the center of the circle
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// the arrow is contained in the 1st quadrant of the XY plane and is pointing counterclockwise
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// used to render sidebar hints for rotations
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GLModel::Geometry circular_arrow(unsigned int resolution, float radius, float tip_height, float tip_width, float stem_width, float thickness);
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// create an arrow with the given dimensions
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// the origin of the arrow is in the center of the stem cap
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// the arrow is contained in XY plane and has its main axis along the Y axis
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// used to render sidebar hints for position and scale
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GLModel::Geometry straight_arrow(float tip_width, float tip_height, float stem_width, float stem_height, float thickness);
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// create a diamond with the given resolution
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// the origin of the diamond is in its center
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// the diamond is contained into a box with size [1, 1, 1]
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GLModel::Geometry diamond(unsigned int resolution);
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} // namespace GUI
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} // namespace Slic3r
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#endif // slic3r_GLModel_hpp_
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