BambuSrc/slic3r/GUI/Gizmos/GLGizmoFlatten.hpp

80 lines
2.5 KiB
C++

#ifndef slic3r_GLGizmoFlatten_hpp_
#define slic3r_GLGizmoFlatten_hpp_
#include "GLGizmoBase.hpp"
#include "slic3r/GUI/3DScene.hpp"
#include "libslic3r/Model.hpp"
namespace Slic3r {
enum class ModelVolumeType : int;
namespace GUI {
class GLGizmoFlatten : public GLGizmoBase
{
// This gizmo does not use grabbers. The m_hover_id relates to polygon managed by the class itself.
private:
mutable Vec3d m_normal;
struct PlaneData {
std::vector<Vec3d> vertices; // should be in fact local in update_planes()
GLIndexedVertexArray vbo;
Vec3d normal;
float area;
};
// This holds information to decide whether recalculation is necessary:
std::vector<Transform3d> m_volumes_matrices;
std::vector<ModelVolumeType> m_volumes_types;
Vec3d m_first_instance_scale;
Vec3d m_first_instance_mirror;
std::vector<PlaneData> m_planes;
bool m_planes_valid = false;
mutable Vec3d m_starting_center;
const ModelObject* m_old_model_object = nullptr;
std::vector<const Transform3d*> instances_matrices;
void update_planes();
bool is_plane_update_necessary() const;
enum FlattenType {
Default,
Triangle,
};
FlattenType m_faltten_type{FlattenType::Default};
public:
GLGizmoFlatten(GLCanvas3D& parent, const std::string& icon_filename, unsigned int sprite_id);
void set_flattening_data(const ModelObject* model_object);
Vec3d get_flattening_normal() const;
protected:
virtual bool on_init() override;
virtual std::string on_get_name() const override;
virtual std::string on_get_name_str() override { return "Lay on face"; }
virtual bool on_is_activable() const override;
virtual void on_start_dragging() override;
virtual void on_render() override;
virtual void on_render_for_picking() override;
virtual void on_set_state() override;
virtual CommonGizmosDataID on_get_requirements() const override;
virtual void on_render_input_window(float x, float y, float bottom_limit) override;
private:
bool m_show_warning{false};
mutable RaycastResult m_rr;
mutable int m_hit_facet;
mutable int m_last_hit_facet;
mutable GLModel m_one_tri_model;
Vec3f m_hit_object_normal;
private:
bool update_raycast_cache(const Vec2d &mouse_position, const Camera &camera, const std::vector<Transform3d> &trafo_matrices, int &facet);
};
} // namespace GUI
} // namespace Slic3r
#endif // slic3r_GLGizmoFlatten_hpp_