BambuStudio/slic3r/GUI/3DBed.hpp

172 lines
5.8 KiB
C++

#ifndef slic3r_3DBed_hpp_
#define slic3r_3DBed_hpp_
#include "GLTexture.hpp"
#include "3DScene.hpp"
#include "GLModel.hpp"
#include <libslic3r/BuildVolume.hpp>
#include <tuple>
#include <array>
namespace Slic3r {
namespace GUI {
class GLCanvas3D;
class GeometryBuffer
{
struct Vertex
{
Vec3f position{ Vec3f::Zero() };
Vec2f tex_coords{ Vec2f::Zero() };
};
std::vector<Vertex> m_vertices;
public:
bool set_from_triangles(const std::vector<Vec2f> &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<float, 4> AXIS_X_COLOR;
static std::array<float, 4> AXIS_Y_COLOR;
static std::array<float, 4> 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<Vec2d> 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<Type, std::string, std::string> 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_