Slic3r/src/slic3r/GUI/Gizmos/GLGizmosCommon.cpp

71 lines
1.9 KiB
C++

#include "GLGizmosCommon.hpp"
#include <cassert>
#include "slic3r/GUI/GLCanvas3D.hpp"
namespace Slic3r {
namespace GUI {
using namespace CommonGizmosDataObjects;
CommonGizmosDataPool::CommonGizmosDataPool(GLCanvas3D* canvas)
: m_canvas(canvas)
{
using c = CommonGizmosDataID;
m_data[c::SelectionInfo].reset( new SelectionInfo(this));
//m_data[c::InstancesHider].reset( new InstancesHider(this));
//m_data[c::HollowedMesh].reset( new HollowedMesh(this));
//m_data[c::ClippingPlaneWrapper].reset(new ClippingPlaneWrapper(this));
//m_data[c::SupportsClipper].reset( new SupportsClipper(this));
//m_data[c::MeshRaycaster].reset( new Raycaster(this));
}
void CommonGizmosDataPool::update(CommonGizmosDataID required)
{
assert(check_dependencies(required));
for (auto& [id, data] : m_data) {
if (int(required) & int(CommonGizmosDataID(id)))
data->update();
else if (data->is_valid())
data->release();
}
}
SelectionInfo* CommonGizmosDataPool::selection_info()
{
SelectionInfo* sel_info = dynamic_cast<SelectionInfo*>(m_data[CommonGizmosDataID::SelectionInfo].get());
return sel_info;
}
#ifndef NDEBUG
bool CommonGizmosDataPool::check_dependencies(CommonGizmosDataID required) const
{
// This should iterate over currently required data. Each of them should
// be asked about its dependencies and it must check that all dependencies
// are also in required and before the current one.
return true;
}
#endif // NDEBUG
void SelectionInfo::on_update()
{
Selection selection = m_common->get_canvas()->get_selection();
if (selection.is_single_full_instance())
m_model_object = selection.get_model()->objects[selection.get_object_idx()];
else
m_model_object = nullptr;
}
void SelectionInfo::on_release()
{
m_model_object = nullptr;
}
} // namespace GUI
} // namespace Slic3r