241 lines
11 KiB
C++
241 lines
11 KiB
C++
#ifndef slic3r_GLModel_hpp_
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#define slic3r_GLModel_hpp_
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#include "libslic3r/Point.hpp"
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#include "libslic3r/Color.hpp"
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#include "libslic3r/BoundingBox.hpp"
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#include <vector>
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#include <string>
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struct indexed_triangle_set;
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namespace Slic3r {
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class TriangleMesh;
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class Polygon;
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using Polygons = std::vector<Polygon>;
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namespace GUI {
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class GLModel
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{
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public:
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enum class PrimitiveType : unsigned char
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{
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Triangles,
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Lines,
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LineStrip,
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LineLoop
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};
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struct Geometry
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{
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// enum class EPrimitiveType : unsigned char { Points, Triangles, TriangleStrip, TriangleFan, Lines, LineStrip, LineLoop };
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enum class EVertexLayout : unsigned char {
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P2, // position 2 floats
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P2T2, // position 2 floats + texture coords 2 floats
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P3, // position 3 floats
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P3T2, // position 3 floats + texture coords 2 floats
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P3N3, // position 3 floats + normal 3 floats
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P3N3T2, // position 3 floats + normal 3 floats + texture coords 2 floats
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P4, // position 4 floats
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};
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enum class EIndexType : unsigned char {
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UINT, // unsigned int
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USHORT, // unsigned short
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UBYTE // unsigned byte
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};
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struct Format
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{
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PrimitiveType type{PrimitiveType::Triangles};
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EVertexLayout vertex_layout{EVertexLayout::P3N3};
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};
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Format format;
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std::vector<float> vertices;
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std::vector<unsigned int> indices;
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EIndexType index_type{EIndexType::UINT};
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ColorRGBA color{ColorRGBA::BLACK()};
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void reserve_vertices(size_t vertices_count) { vertices.reserve(vertices_count * vertex_stride_floats(format)); }
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void reserve_indices(size_t indices_count) { indices.reserve(indices_count); }
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void add_vertex(const Vec2f &position); // EVertexLayout::P2
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void add_vertex(const Vec2f &position, const Vec2f &tex_coord); // EVertexLayout::P2T2
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void add_vertex(const Vec3f &position); // EVertexLayout::P3
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void add_vertex(const Vec3f &position, const Vec2f &tex_coord); // EVertexLayout::P3T2
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void add_vertex(const Vec3f &position, const Vec3f &normal); // EVertexLayout::P3N3
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void add_vertex(const Vec3f &position, const Vec3f &normal, const Vec2f &tex_coord); // EVertexLayout::P3N3T2
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void add_vertex(const Vec4f &position); // EVertexLayout::P4
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void set_vertex(size_t id, const Vec3f &position, const Vec3f &normal); // EVertexLayout::P3N3
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void set_index(size_t id, unsigned int index);
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void add_index(unsigned int id);
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void add_line(unsigned int id1, unsigned int id2);
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void add_triangle(unsigned int id1, unsigned int id2, unsigned int id3);
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Vec2f extract_position_2(size_t id) const;
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Vec3f extract_position_3(size_t id) const;
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Vec3f extract_normal_3(size_t id) const;
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Vec2f extract_tex_coord_2(size_t id) const;
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unsigned int extract_index(size_t id) const;
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void remove_vertex(size_t id);
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bool is_empty() const { return vertices_count() == 0 || indices_count() == 0; }
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size_t vertices_count() const { return vertices.size() / vertex_stride_floats(format); }
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size_t indices_count() const { return indices.size(); }
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size_t vertices_size_floats() const { return vertices.size(); }
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size_t vertices_size_bytes() const { return vertices_size_floats() * sizeof(float); }
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size_t indices_size_bytes() const { return indices.size() * index_stride_bytes(*this); }
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indexed_triangle_set get_as_indexed_triangle_set() const;
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static size_t vertex_stride_floats(const Format &format);
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static size_t vertex_stride_bytes(const Format &format) { return vertex_stride_floats(format) * sizeof(float); }
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static size_t position_stride_floats(const Format &format);
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static size_t position_stride_bytes(const Format &format) { return position_stride_floats(format) * sizeof(float); }
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static size_t position_offset_floats(const Format &format);
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static size_t position_offset_bytes(const Format &format) { return position_offset_floats(format) * sizeof(float); }
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static size_t normal_stride_floats(const Format &format);
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static size_t normal_stride_bytes(const Format &format) { return normal_stride_floats(format) * sizeof(float); }
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static size_t normal_offset_floats(const Format &format);
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static size_t normal_offset_bytes(const Format &format) { return normal_offset_floats(format) * sizeof(float); }
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static size_t tex_coord_stride_floats(const Format &format);
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static size_t tex_coord_stride_bytes(const Format &format) { return tex_coord_stride_floats(format) * sizeof(float); }
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static size_t tex_coord_offset_floats(const Format &format);
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static size_t tex_coord_offset_bytes(const Format &format) { return tex_coord_offset_floats(format) * sizeof(float); }
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static size_t index_stride_bytes(const Geometry &data);
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static bool has_position(const Format &format);
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static bool has_normal(const Format &format);
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static bool has_tex_coord(const Format &format);
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};
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struct RenderData
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{
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Geometry geometry;
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PrimitiveType type;
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unsigned int vbo_id{0};
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unsigned int ibo_id{0};
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size_t indices_count{0};
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std::array<float, 4> color{1.0f, 1.0f, 1.0f, 1.0f};
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};
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struct InitializationData
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{
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struct Entity
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{
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PrimitiveType type;
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std::vector<Vec3f> positions;
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std::vector<Vec3f> normals;
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std::vector<unsigned int> indices;
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std::array<float, 4> color{ 1.0f, 1.0f, 1.0f, 1.0f };
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};
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std::vector<Entity> entities;
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size_t vertices_count() const;
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size_t vertices_size_floats() const { return vertices_count() * 6; }
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size_t vertices_size_bytes() const { return vertices_size_floats() * sizeof(float); }
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size_t indices_count() const;
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size_t indices_size_bytes() const { return indices_count() * sizeof(unsigned int); }
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};
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private:
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std::vector<RenderData> m_render_data;
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BoundingBoxf3 m_bounding_box;
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std::string m_filename;
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public:
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GLModel() = default;
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virtual ~GLModel();
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TriangleMesh *mesh{nullptr};
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void init_from(Geometry &&data, bool generate_mesh = false);
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void init_from(const InitializationData& data);
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void init_from(const indexed_triangle_set& its, const BoundingBoxf3& bbox);
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void init_from(const indexed_triangle_set& its);
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void init_from(const Polygons& polygons, float z);
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bool init_from_file(const std::string& filename);
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// if entity_id == -1 set the color of all entities
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void set_color(int entity_id, const std::array<float, 4>& color);
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void reset();
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void render() const;
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void render_instanced(unsigned int instances_vbo, unsigned int instances_count) const;
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bool is_initialized() const { return !m_render_data.empty(); }
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const BoundingBoxf3& get_bounding_box() const { return m_bounding_box; }
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const std::string& get_filename() const { return m_filename; }
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private:
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bool send_to_gpu(RenderData &data, const std::vector<float> &vertices, const std::vector<unsigned int> &indices) const;
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};
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// create an arrow with cylindrical stem and conical tip, with the given dimensions and resolution
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// the origin of the arrow is in the center of the stem cap
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// the arrow has its axis of symmetry along the Z axis and is pointing upward
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// used to render bed axes and sequential marker
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GLModel::InitializationData stilized_arrow(int resolution, float tip_radius, float tip_height, float stem_radius, float stem_height);
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// create an arrow whose stem is a quarter of circle, with the given dimensions and resolution
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// the origin of the arrow is in the center of the circle
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// the arrow is contained in the 1st quadrant of the XY plane and is pointing counterclockwise
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// used to render sidebar hints for rotations
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GLModel::InitializationData circular_arrow(int resolution, float radius, float tip_height, float tip_width, float stem_width, float thickness);
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// create an arrow with the given dimensions
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// the origin of the arrow is in the center of the stem cap
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// the arrow is contained in XY plane and has its main axis along the Y axis
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// used to render sidebar hints for position and scale
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GLModel::InitializationData straight_arrow(float tip_width, float tip_height, float stem_width, float stem_height, float thickness);
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// create a diamond with the given resolution
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// the origin of the diamond is in its center
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// the diamond is contained into a box with size [1, 1, 1]
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GLModel::InitializationData diamond(int resolution);
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// create a sphere with smooth normals
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// the origin of the sphere is in its center
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GLModel::Geometry smooth_sphere(unsigned int resolution, float radius);
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// create a cylinder with smooth normals
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// the axis of the cylinder is the Z axis
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// the origin of the cylinder is the center of its bottom cap face
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GLModel::Geometry smooth_cylinder(unsigned int resolution, float radius, float height);
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// create a torus with smooth normals
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// the axis of the torus is the Z axis
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// the origin of the torus is in its center
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GLModel::Geometry smooth_torus(unsigned int primary_resolution, unsigned int secondary_resolution, float radius, float thickness);
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std::shared_ptr<GLModel> init_plane_data(const indexed_triangle_set &its, const std::vector<int> &triangle_indices,float normal_offset = 0.0f);
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std::shared_ptr<GLModel> init_torus_data(unsigned int primary_resolution,
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unsigned int secondary_resolution,
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const Vec3f & center,
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float radius,
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float thickness,
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const Vec3f & model_axis,
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const Transform3f &world_trafo);
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} // namespace GUI
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} // namespace Slic3r
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#endif // slic3r_GLModel_hpp_
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