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OrcaSlicer-bambulab/xs/src/slic3r/GUI/GLCanvas3D.hpp
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#ifndef slic3r_GLCanvas3D_hpp_
#define slic3r_GLCanvas3D_hpp_
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#include "../../libslic3r/BoundingBox.hpp"
#include "../../libslic3r/Utils.hpp"
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#include "../../libslic3r/ExPolygon.hpp"
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class wxGLCanvas;
class wxGLContext;
class wxSizeEvent;
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class wxIdleEvent;
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class wxKeyEvent;
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namespace Slic3r {
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class GLVolumeCollection;
class GLVolume;
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class DynamicPrintConfig;
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class GLShader;
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class ExPolygon;
class Print;
class PrintObject;
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namespace GUI {
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class GeometryBuffer
{
std::vector<float> m_data;
public:
bool set_from_triangles(const Polygons& triangles, float z);
bool set_from_lines(const Lines& lines, float z);
const float* get_data() const;
unsigned int get_data_size() const;
};
class Size
{
int m_width;
int m_height;
public:
Size();
Size(int width, int height);
int get_width() const;
void set_width(int width);
int get_height() const;
void set_height(int height);
};
class Rect
{
float m_left;
float m_top;
float m_right;
float m_bottom;
public:
Rect();
Rect(float left, float top, float right, float bottom);
float get_left() const;
void set_left(float left);
float get_top() const;
void set_top(float top);
float get_right() const;
void set_right(float right);
float get_bottom() const;
void set_bottom(float bottom);
};
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class GLCanvas3D
{
public:
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class Camera
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{
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public:
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enum EType : unsigned char
{
CT_Unknown,
CT_Perspective,
CT_Ortho,
CT_Count
};
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private:
EType m_type;
float m_zoom;
float m_phi;
float m_theta;
float m_distance;
Pointf3 m_target;
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public:
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Camera();
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Camera::EType get_type() const;
void set_type(Camera::EType type);
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std::string get_type_as_string() const;
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float get_zoom() const;
void set_zoom(float zoom);
float get_phi() const;
void set_phi(float phi);
float get_theta() const;
void set_theta(float theta);
float get_distance() const;
void set_distance(float distance);
const Pointf3& get_target() const;
void set_target(const Pointf3& target);
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};
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class Bed
{
Pointfs m_shape;
BoundingBoxf3 m_bounding_box;
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Polygon m_polygon;
GeometryBuffer m_triangles;
GeometryBuffer m_gridlines;
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public:
const Pointfs& get_shape() const;
void set_shape(const Pointfs& shape);
const BoundingBoxf3& get_bounding_box() const;
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void render() const;
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private:
void _calc_bounding_box();
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void _calc_triangles(const ExPolygon& poly);
void _calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox);
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};
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class Axes
{
Pointf3 m_origin;
float m_length;
public:
Axes();
const Pointf3& get_origin() const;
void set_origin(const Pointf3& origin);
float get_length() const;
void set_length(float length);
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void render() const;
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};
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class CuttingPlane
{
float m_z;
GeometryBuffer m_lines;
public:
CuttingPlane();
bool set(float z, const ExPolygons& polygons);
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void render(const BoundingBoxf3& bb) const;
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private:
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void _render_plane(const BoundingBoxf3& bb) const;
void _render_contour() const;
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};
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class Shader
{
GLShader* m_shader;
public:
Shader();
~Shader();
bool init(const std::string& vertex_shader_filename, const std::string& fragment_shader_filename);
bool is_initialized() const;
bool start_using() const;
void stop_using() const;
void set_uniform(const std::string& name, float value) const;
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GLShader* get_shader();
private:
void _reset();
};
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class LayersEditing
{
struct GLTextureData
{
unsigned int id;
int width;
int height;
GLTextureData();
GLTextureData(unsigned int id, int width, int height);
};
bool m_use_legacy_opengl;
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bool m_enabled;
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Shader m_shader;
unsigned int m_z_texture_id;
mutable GLTextureData m_tooltip_texture;
mutable GLTextureData m_reset_texture;
float m_band_width;
float m_strength;
int m_last_object_id;
float m_last_z;
unsigned int m_last_action;
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public:
LayersEditing();
~LayersEditing();
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bool init(const std::string& vertex_shader_filename, const std::string& fragment_shader_filename);
bool is_allowed() const;
void set_use_legacy_opengl(bool use_legacy_opengl);
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bool is_enabled() const;
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void set_enabled(bool enabled);
unsigned int get_z_texture_id() const;
float get_band_width() const;
void set_band_width(float band_width);
float get_strength() const;
void set_strength(float strength);
int get_last_object_id() const;
void set_last_object_id(int id);
float get_last_z() const;
void set_last_z(float z);
unsigned int get_last_action() const;
void set_last_action(unsigned int action);
void render(const GLCanvas3D& canvas, const PrintObject& print_object, const GLVolume& volume) const;
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GLShader* get_shader();
float get_cursor_z_relative(const GLCanvas3D& canvas) const;
private:
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bool _is_initialized() const;
GLTextureData _load_texture_from_file(const std::string& filename) const;
void _render_tooltip_texture(const GLCanvas3D& canvas, const Rect& bar_rect, const Rect& reset_rect) const;
void _render_reset_texture(const GLCanvas3D& canvas, const Rect& reset_rect) const;
void _render_active_object_annotations(const GLCanvas3D& canvas, const GLVolume& volume, const PrintObject& print_object, const Rect& bar_rect) const;
void _render_profile(const PrintObject& print_object, const Rect& bar_rect) const;
Rect _get_bar_rect_screen(const GLCanvas3D& canvas) const;
Rect _get_reset_rect_screen(const GLCanvas3D& canvas) const;
Rect _get_bar_rect_viewport(const GLCanvas3D& canvas) const;
Rect _get_reset_rect_viewport(const GLCanvas3D& canvas) const;
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};
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class Mouse
{
bool m_dragging;
Pointf m_position;
public:
Mouse();
bool is_dragging() const;
void set_dragging(bool dragging);
const Pointf& get_position() const;
void set_position(const Pointf& position);
};
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private:
wxGLCanvas* m_canvas;
wxGLContext* m_context;
Camera m_camera;
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Bed m_bed;
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Axes m_axes;
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CuttingPlane m_cutting_plane;
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LayersEditing m_layers_editing;
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Shader m_shader;
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Mouse m_mouse;
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GLVolumeCollection* m_volumes;
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DynamicPrintConfig* m_config;
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bool m_dirty;
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bool m_apply_zoom_to_volumes_filter;
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int m_hover_volume_id;
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bool m_warning_texture_enabled;
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bool m_legend_texture_enabled;
bool m_picking_enabled;
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bool m_shader_enabled;
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bool m_multisample_allowed;
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PerlCallback m_on_viewport_changed_callback;
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PerlCallback m_on_mark_volumes_for_layer_height_callback;
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public:
GLCanvas3D(wxGLCanvas* canvas, wxGLContext* context);
~GLCanvas3D();
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bool init(bool useVBOs, bool use_legacy_opengl);
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bool set_current();
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bool is_dirty() const;
void set_dirty(bool dirty);
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bool is_shown_on_screen() const;
void resize(unsigned int w, unsigned int h);
GLVolumeCollection* get_volumes();
void set_volumes(GLVolumeCollection* volumes);
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void reset_volumes();
void deselect_volumes();
void select_volume(unsigned int id);
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DynamicPrintConfig* get_config();
void set_config(DynamicPrintConfig* config);
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// Set the bed shape to a single closed 2D polygon(array of two element arrays),
// triangulate the bed and store the triangles into m_bed.m_triangles,
// fills the m_bed.m_grid_lines and sets m_bed.m_origin.
// Sets m_bed.m_polygon to limit the object placement.
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void set_bed_shape(const Pointfs& shape);
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// Used by ObjectCutDialog and ObjectPartsPanel to generate a rectangular ground plane to support the scene objects.
void set_auto_bed_shape();
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const Pointf3& get_axes_origin() const;
void set_axes_origin(const Pointf3& origin);
float get_axes_length() const;
void set_axes_length(float length);
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void set_cutting_plane(float z, const ExPolygons& polygons);
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Camera::EType get_camera_type() const;
void set_camera_type(Camera::EType type);
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std::string get_camera_type_as_string() const;
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float get_camera_zoom() const;
void set_camera_zoom(float zoom);
float get_camera_phi() const;
void set_camera_phi(float phi);
float get_camera_theta() const;
void set_camera_theta(float theta);
float get_camera_distance() const;
void set_camera_distance(float distance);
const Pointf3& get_camera_target() const;
void set_camera_target(const Pointf3& target);
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BoundingBoxf3 bed_bounding_box() const;
BoundingBoxf3 volumes_bounding_box() const;
BoundingBoxf3 max_bounding_box() const;
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bool is_layers_editing_enabled() const;
bool is_picking_enabled() const;
bool is_layers_editing_allowed() const;
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bool is_multisample_allowed() const;
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void enable_layers_editing(bool enable);
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void enable_warning_texture(bool enable);
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void enable_legend_texture(bool enable);
void enable_picking(bool enable);
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void enable_shader(bool enable);
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void allow_multisample(bool allow);
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bool is_mouse_dragging() const;
void set_mouse_dragging(bool dragging);
const Pointf& get_mouse_position() const;
void set_mouse_position(const Pointf& position);
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int get_hover_volume_id() const;
void set_hover_volume_id(int id);
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unsigned int get_layers_editing_z_texture_id() const;
float get_layers_editing_band_width() const;
void set_layers_editing_band_width(float band_width);
float get_layers_editing_strength() const;
void set_layers_editing_strength(float strength);
int get_layers_editing_last_object_id() const;
void set_layers_editing_last_object_id(int id);
float get_layers_editing_last_z() const;
void set_layers_editing_last_z(float z);
unsigned int get_layers_editing_last_action() const;
void set_layers_editing_last_action(unsigned int action);
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GLShader* get_layers_editing_shader();
float get_layers_editing_cursor_z_relative(const GLCanvas3D& canvas) const;
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void zoom_to_bed();
void zoom_to_volumes();
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void select_view(const std::string& direction);
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bool start_using_shader() const;
void stop_using_shader() const;
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void picking_pass();
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void render_background() const;
void render_bed() const;
void render_axes() const;
void render_volumes(bool fake_colors) const;
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void render_objects(bool useVBOs);
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void render_cutting_plane() const;
void render_warning_texture() const;
void render_legend_texture() const;
void render_layer_editing_overlay(const Print& print) const;
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void render_texture(unsigned int tex_id, float left, float right, float bottom, float top) const;
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void register_on_viewport_changed_callback(void* callback);
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void register_on_mark_volumes_for_layer_height_callback(void* callback);
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void on_size(wxSizeEvent& evt);
void on_idle(wxIdleEvent& evt);
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void on_char(wxKeyEvent& evt);
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Size get_canvas_size() const;
Point get_local_mouse_position() const;
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private:
void _zoom_to_bounding_box(const BoundingBoxf3& bbox);
float _get_zoom_to_bounding_box_factor(const BoundingBoxf3& bbox) const;
void _deregister_callbacks();
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};
} // namespace GUI
} // namespace Slic3r
#endif // slic3r_GLCanvas3D_hpp_