#ifndef slic3r_3DBed_hpp_ #define slic3r_3DBed_hpp_ #include "GLTexture.hpp" #include "3DScene.hpp" #include "GLModel.hpp" #include #include #include namespace Slic3r { namespace GUI { class GLCanvas3D; class GeometryBuffer { struct Vertex { Vec3f position{ Vec3f::Zero() }; Vec2f tex_coords{ Vec2f::Zero() }; }; std::vector m_vertices; public: bool set_from_triangles(const std::vector &triangles, float z); bool set_from_lines(const Lines& lines, float z); //BBS: add APi to set from 3d lines bool set_from_3d_Lines(const Lines3& lines); const float* get_vertices_data() const; unsigned int get_vertices_data_size() const { return (unsigned int)m_vertices.size() * get_vertex_data_size(); } unsigned int get_vertex_data_size() const { return (unsigned int)(5 * sizeof(float)); } size_t get_position_offset() const { return 0; } size_t get_tex_coords_offset() const { return (size_t)(3 * sizeof(float)); } unsigned int get_vertices_count() const { return (unsigned int)m_vertices.size(); } }; class Bed3D { public: static std::array AXIS_X_COLOR; static std::array AXIS_Y_COLOR; static std::array AXIS_Z_COLOR; static void update_render_colors(); static void load_render_colors(); 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() const; }; 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::System }; //std::string m_texture_filename; std::string m_model_filename; // Print volume bounding box exteded with axes and model. BoundingBoxf3 m_extended_bounding_box; // Slightly expanded print bed polygon, for collision detection. //Polygon m_polygon; GeometryBuffer m_triangles; //GeometryBuffer m_gridlines; GLTexture m_texture; // temporary texture shown until the main texture has still no levels compressed //GLTexture m_temp_texture; GLModel m_model; Vec3d m_model_offset{ Vec3d::Zero() }; unsigned int m_vbo_id{ 0 }; Axes m_axes; float m_scale_factor{ 1.0f }; //BBS: add part plate related logic Vec2d m_position{ Vec2d::Zero() }; std::vector m_bed_shape; bool m_is_dark = false; public: Bed3D() = default; ~Bed3D() { release_VBOs(); } // 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. // BBS bool set_shape(const Pointfs& printable_area, const double printable_height, const std::string& custom_model, bool force_as_custom = false, const Vec2d position = Vec2d::Zero(), bool with_reset = true); void set_position(Vec2d& position); void set_axes_mode(bool origin); const Vec2d& get_position() const { return m_position; } // 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, bool bottom, float scale_factor, bool show_axes); //void render_for_picking(GLCanvas3D& canvas, bool bottom, float scale_factor); void on_change_color_mode(bool is_dark); private: //BBS: add partplate related logic // Calculate an extended bounding box from axes and current model for visualization purposes. BoundingBoxf3 calc_extended_bounding_box(bool consider_model_offset = true) const; void calc_triangles(const ExPolygon& poly); void calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox); void update_model_offset() const; //BBS: with offset GeometryBuffer update_bed_triangles() const; static std::tuple detect_type(const Pointfs& shape); void render_internal(GLCanvas3D& canvas, bool bottom, float scale_factor, bool show_axes); void render_axes() const; void render_system(GLCanvas3D& canvas, bool bottom) const; //void render_texture(bool bottom, GLCanvas3D& canvas) const; void render_model() const; void render_custom(GLCanvas3D& canvas, bool bottom) const; void render_default(bool bottom) const; void release_VBOs(); }; } // GUI } // Slic3r #endif // slic3r_3DBed_hpp_