2022-12-06 12:17:01 +01:00

141 lines
5.2 KiB
C++

#ifndef slic3r_3DBed_hpp_
#define slic3r_3DBed_hpp_
#include "GLTexture.hpp"
#include "3DScene.hpp"
#if ENABLE_WORLD_COORDINATE
#include "CoordAxes.hpp"
#else
#include "GLModel.hpp"
#endif // ENABLE_WORLD_COORDINATE
#include "MeshUtils.hpp"
#include "libslic3r/BuildVolume.hpp"
#include "libslic3r/ExPolygon.hpp"
#include <tuple>
#include <array>
namespace Slic3r {
namespace GUI {
class GLCanvas3D;
class Bed3D
{
#if !ENABLE_WORLD_COORDINATE
class Axes
{
public:
static const float DefaultStemRadius;
static const float DefaultStemLength;
static const float DefaultTipRadius;
static const float DefaultTipLength;
private:
Vec3d m_origin{ Vec3d::Zero() };
float m_stem_length{ DefaultStemLength };
GLModel m_arrow;
public:
const Vec3d& get_origin() const { return m_origin; }
void set_origin(const Vec3d& origin) { m_origin = origin; }
void set_stem_length(float length) {
m_stem_length = length;
m_arrow.reset();
}
float get_total_length() const { return m_stem_length + DefaultTipLength; }
void render();
};
#endif // !ENABLE_WORLD_COORDINATE
public:
enum class Type : unsigned char
{
// The print bed model and texture are available from some printer preset.
System,
// The print bed model is unknown, thus it is rendered procedurally.
Custom
};
private:
BuildVolume m_build_volume;
Type m_type{ Type::Custom };
std::string m_texture_filename;
std::string m_model_filename;
// Print volume bounding box exteded with axes and model.
BoundingBoxf3 m_extended_bounding_box;
// Print bed polygon
ExPolygon m_contour;
// Slightly expanded print bed polygon, for collision detection.
Polygon m_polygon;
GLModel m_triangles;
GLModel m_gridlines;
GLModel m_contourlines;
GLTexture m_texture;
// temporary texture shown until the main texture has still no levels compressed
GLTexture m_temp_texture;
PickingModel m_model;
Vec3d m_model_offset{ Vec3d::Zero() };
#if ENABLE_WORLD_COORDINATE
CoordAxes m_axes;
#else
Axes m_axes;
#endif // ENABLE_WORLD_COORDINATE
float m_scale_factor{ 1.0f };
public:
Bed3D() = default;
~Bed3D() = default;
// Update print bed model from configuration.
// Return true if the bed shape changed, so the calee will update the UI.
//FIXME if the build volume max print height is updated, this function still returns zero
// as this class does not use it, thus there is no need to update the UI.
bool set_shape(const Pointfs& bed_shape, const double max_print_height, const std::string& custom_texture, const std::string& custom_model, bool force_as_custom = false);
// Build volume geometry for various collision detection tasks.
const BuildVolume& build_volume() const { return m_build_volume; }
// Was the model provided, or was it generated procedurally?
Type get_type() const { return m_type; }
// Was the model generated procedurally?
bool is_custom() const { return m_type == Type::Custom; }
// Bounding box around the print bed, axes and model, for rendering.
const BoundingBoxf3& extended_bounding_box() const { return m_extended_bounding_box; }
// Check against an expanded 2d bounding box.
//FIXME shall one check against the real build volume?
bool contains(const Point& point) const;
Point point_projection(const Point& point) const;
void render(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, float scale_factor, bool show_axes, bool show_texture);
void render_for_picking(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, float scale_factor);
private:
// Calculate an extended bounding box from axes and current model for visualization purposes.
BoundingBoxf3 calc_extended_bounding_box() const;
void init_triangles();
void init_gridlines();
void init_contourlines();
static std::tuple<Type, std::string, std::string> detect_type(const Pointfs& shape);
void render_internal(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, float scale_factor,
bool show_axes, bool show_texture, bool picking);
void render_axes();
void render_system(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, bool show_texture);
void render_texture(bool bottom, GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix);
void render_model(const Transform3d& view_matrix, const Transform3d& projection_matrix);
void render_custom(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, bool show_texture, bool picking);
void render_default(bool bottom, bool picking, bool show_texture, const Transform3d& view_matrix, const Transform3d& projection_matrix);
void render_contour(const Transform3d& view_matrix, const Transform3d& projection_matrix);
void register_raycasters_for_picking(const GLModel::Geometry& geometry, const Transform3d& trafo);
};
} // GUI
} // Slic3r
#endif // slic3r_3DBed_hpp_