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Diffstat (limited to 'src/slic3r/GUI/GLModel.cpp')
-rw-r--r--src/slic3r/GUI/GLModel.cpp531
1 files changed, 531 insertions, 0 deletions
diff --git a/src/slic3r/GUI/GLModel.cpp b/src/slic3r/GUI/GLModel.cpp
new file mode 100644
index 000000000..e738aa3c4
--- /dev/null
+++ b/src/slic3r/GUI/GLModel.cpp
@@ -0,0 +1,531 @@
+#include "libslic3r/libslic3r.h"
+#include "GLModel.hpp"
+
+#include "3DScene.hpp"
+#include "libslic3r/TriangleMesh.hpp"
+#include "libslic3r/Model.hpp"
+
+#include <boost/filesystem/operations.hpp>
+#include <boost/algorithm/string/predicate.hpp>
+
+#include <GL/glew.h>
+
+namespace Slic3r {
+namespace GUI {
+
+void GLModel::init_from(const GLModelInitializationData& data)
+{
+ assert(!data.positions.empty() && !data.triangles.empty());
+ assert(data.positions.size() == data.normals.size());
+
+ if (m_vbo_id > 0) // call reset() if you want to reuse this model
+ return;
+
+ // vertices/normals data
+ std::vector<float> vertices(6 * data.positions.size());
+ for (size_t i = 0; i < data.positions.size(); ++i) {
+ size_t offset = i * 6;
+ ::memcpy(static_cast<void*>(&vertices[offset]), static_cast<const void*>(data.positions[i].data()), 3 * sizeof(float));
+ ::memcpy(static_cast<void*>(&vertices[3 + offset]), static_cast<const void*>(data.normals[i].data()), 3 * sizeof(float));
+ }
+
+ // indices data
+ std::vector<unsigned int> indices(3 * data.triangles.size());
+ for (size_t i = 0; i < data.triangles.size(); ++i) {
+ for (size_t j = 0; j < 3; ++j) {
+ indices[i * 3 + j] = static_cast<unsigned int>(data.triangles[i][j]);
+ }
+ }
+
+ m_indices_count = static_cast<unsigned int>(indices.size());
+ m_bounding_box = BoundingBoxf3();
+ for (size_t i = 0; i < data.positions.size(); ++i) {
+ m_bounding_box.merge(data.positions[i].cast<double>());
+ }
+
+ send_to_gpu(vertices, indices);
+}
+
+void GLModel::init_from(const TriangleMesh& mesh)
+{
+ if (m_vbo_id > 0) // call reset() if you want to reuse this model
+ return;
+
+ std::vector<float> vertices = std::vector<float>(18 * mesh.stl.stats.number_of_facets);
+ std::vector<unsigned int> indices = std::vector<unsigned int>(3 * mesh.stl.stats.number_of_facets);
+
+ unsigned int vertices_count = 0;
+ for (uint32_t i = 0; i < mesh.stl.stats.number_of_facets; ++i) {
+ const stl_facet& facet = mesh.stl.facet_start[i];
+ for (uint32_t j = 0; j < 3; ++j) {
+ uint32_t offset = i * 18 + j * 6;
+ ::memcpy(static_cast<void*>(&vertices[offset]), static_cast<const void*>(facet.vertex[j].data()), 3 * sizeof(float));
+ ::memcpy(static_cast<void*>(&vertices[3 + offset]), static_cast<const void*>(facet.normal.data()), 3 * sizeof(float));
+ }
+ for (uint32_t j = 0; j < 3; ++j) {
+ indices[i * 3 + j] = vertices_count + j;
+ }
+ vertices_count += 3;
+ }
+
+ m_indices_count = static_cast<unsigned int>(indices.size());
+ m_bounding_box = mesh.bounding_box();
+
+ send_to_gpu(vertices, indices);
+}
+
+bool GLModel::init_from_file(const std::string& filename)
+{
+ if (!boost::filesystem::exists(filename))
+ return false;
+
+ if (!boost::algorithm::iends_with(filename, ".stl"))
+ return false;
+
+ Model model;
+ try
+ {
+ model = Model::read_from_file(filename);
+ }
+ catch (std::exception&)
+ {
+ return false;
+ }
+
+ init_from(model.mesh());
+
+ m_filename = filename;
+
+ return true;
+}
+
+void GLModel::reset()
+{
+ // release gpu memory
+ if (m_ibo_id > 0) {
+ glsafe(::glDeleteBuffers(1, &m_ibo_id));
+ m_ibo_id = 0;
+ }
+
+ if (m_vbo_id > 0) {
+ glsafe(::glDeleteBuffers(1, &m_vbo_id));
+ m_vbo_id = 0;
+ }
+
+ m_indices_count = 0;
+ m_bounding_box = BoundingBoxf3();
+ m_filename = std::string();
+}
+
+void GLModel::render() const
+{
+ if (m_vbo_id == 0 || m_ibo_id == 0)
+ return;
+
+ glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
+ glsafe(::glVertexPointer(3, GL_FLOAT, 6 * sizeof(float), (const void*)0));
+ glsafe(::glNormalPointer(GL_FLOAT, 6 * sizeof(float), (const void*)(3 * sizeof(float))));
+
+ glsafe(::glEnableClientState(GL_VERTEX_ARRAY));
+ glsafe(::glEnableClientState(GL_NORMAL_ARRAY));
+
+ glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo_id));
+ glsafe(::glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_indices_count), GL_UNSIGNED_INT, (const void*)0));
+ glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
+
+ glsafe(::glDisableClientState(GL_NORMAL_ARRAY));
+ glsafe(::glDisableClientState(GL_VERTEX_ARRAY));
+
+ glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
+}
+
+void GLModel::send_to_gpu(const std::vector<float>& vertices, const std::vector<unsigned int>& indices)
+{
+ // vertex data -> send to gpu
+ glsafe(::glGenBuffers(1, &m_vbo_id));
+ glsafe(::glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id));
+ glsafe(::glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), vertices.data(), GL_STATIC_DRAW));
+ glsafe(::glBindBuffer(GL_ARRAY_BUFFER, 0));
+
+ // indices data -> send to gpu
+ glsafe(::glGenBuffers(1, &m_ibo_id));
+ glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo_id));
+ glsafe(::glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW));
+ glsafe(::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
+}
+
+GLModelInitializationData stilized_arrow(int resolution, float tip_radius, float tip_height, float stem_radius, float stem_height)
+{
+ auto append_vertex = [](GLModelInitializationData& data, const Vec3f& position, const Vec3f& normal) {
+ data.positions.emplace_back(position);
+ data.normals.emplace_back(normal);
+ };
+
+ resolution = std::max(4, resolution);
+
+ GLModelInitializationData data;
+
+ const float angle_step = 2.0f * M_PI / static_cast<float>(resolution);
+ std::vector<float> cosines(resolution);
+ std::vector<float> sines(resolution);
+
+ for (int i = 0; i < resolution; ++i)
+ {
+ float angle = angle_step * static_cast<float>(i);
+ cosines[i] = ::cos(angle);
+ sines[i] = -::sin(angle);
+ }
+
+ const float total_height = tip_height + stem_height;
+
+ // tip vertices/normals
+ append_vertex(data, { 0.0f, 0.0f, total_height }, Vec3f::UnitZ());
+ for (int i = 0; i < resolution; ++i)
+ {
+ append_vertex(data, { tip_radius * sines[i], tip_radius * cosines[i], stem_height }, { sines[i], cosines[i], 0.0f });
+ }
+
+ // tip triangles
+ for (int i = 0; i < resolution; ++i)
+ {
+ int v3 = (i < resolution - 1) ? i + 2 : 1;
+ data.triangles.emplace_back(0, i + 1, v3);
+ }
+
+ // tip cap outer perimeter vertices
+ for (int i = 0; i < resolution; ++i)
+ {
+ append_vertex(data, { tip_radius * sines[i], tip_radius * cosines[i], stem_height }, -Vec3f::UnitZ());
+ }
+
+ // tip cap inner perimeter vertices
+ for (int i = 0; i < resolution; ++i)
+ {
+ append_vertex(data, { stem_radius * sines[i], stem_radius * cosines[i], stem_height }, -Vec3f::UnitZ());
+ }
+
+ // tip cap triangles
+ for (int i = 0; i < resolution; ++i)
+ {
+ int v2 = (i < resolution - 1) ? i + resolution + 2 : resolution + 1;
+ int v3 = (i < resolution - 1) ? i + 2 * resolution + 2 : 2 * resolution + 1;
+ data.triangles.emplace_back(i + resolution + 1, v3, v2);
+ data.triangles.emplace_back(i + resolution + 1, i + 2 * resolution + 1, v3);
+ }
+
+ // stem bottom vertices
+ for (int i = 0; i < resolution; ++i)
+ {
+ append_vertex(data, { stem_radius * sines[i], stem_radius * cosines[i], stem_height }, { sines[i], cosines[i], 0.0f });
+ }
+
+ // stem top vertices
+ for (int i = 0; i < resolution; ++i)
+ {
+ append_vertex(data, { stem_radius * sines[i], stem_radius * cosines[i], 0.0f }, { sines[i], cosines[i], 0.0f });
+ }
+
+ // stem triangles
+ for (int i = 0; i < resolution; ++i)
+ {
+ int v2 = (i < resolution - 1) ? i + 3 * resolution + 2 : 3 * resolution + 1;
+ int v3 = (i < resolution - 1) ? i + 4 * resolution + 2 : 4 * resolution + 1;
+ data.triangles.emplace_back(i + 3 * resolution + 1, v3, v2);
+ data.triangles.emplace_back(i + 3 * resolution + 1, i + 4 * resolution + 1, v3);
+ }
+
+ // stem cap vertices
+ append_vertex(data, Vec3f::Zero(), -Vec3f::UnitZ());
+ for (int i = 0; i < resolution; ++i)
+ {
+ append_vertex(data, { stem_radius * sines[i], stem_radius * cosines[i], 0.0f }, -Vec3f::UnitZ());
+ }
+
+ // stem cap triangles
+ for (int i = 0; i < resolution; ++i)
+ {
+ int v3 = (i < resolution - 1) ? i + 5 * resolution + 3 : 5 * resolution + 2;
+ data.triangles.emplace_back(5 * resolution + 1, v3, i + 5 * resolution + 2);
+ }
+
+ return data;
+}
+
+GLModelInitializationData circular_arrow(int resolution, float radius, float tip_height, float tip_width, float stem_width, float thickness)
+{
+ auto append_vertex = [](GLModelInitializationData& data, const Vec3f& position, const Vec3f& normal) {
+ data.positions.emplace_back(position);
+ data.normals.emplace_back(normal);
+ };
+
+ resolution = std::max(2, resolution);
+
+ GLModelInitializationData data;
+
+ const float half_thickness = 0.5f * thickness;
+ const float half_stem_width = 0.5f * stem_width;
+ const float half_tip_width = 0.5f * tip_width;
+
+ const float outer_radius = radius + half_stem_width;
+ const float inner_radius = radius - half_stem_width;
+ const float step_angle = 0.5f * PI / static_cast<float>(resolution);
+
+ // tip
+ // top face vertices
+ append_vertex(data, { 0.0f, outer_radius, half_thickness }, Vec3f::UnitZ());
+ append_vertex(data, { 0.0f, radius + half_tip_width, half_thickness }, Vec3f::UnitZ());
+ append_vertex(data, { -tip_height, radius, half_thickness }, Vec3f::UnitZ());
+ append_vertex(data, { 0.0f, radius - half_tip_width, half_thickness }, Vec3f::UnitZ());
+ append_vertex(data, { 0.0f, inner_radius, half_thickness }, Vec3f::UnitZ());
+
+ // top face triangles
+ data.triangles.emplace_back(0, 1, 2);
+ data.triangles.emplace_back(0, 2, 4);
+ data.triangles.emplace_back(4, 2, 3);
+
+ // bottom face vertices
+ append_vertex(data, { 0.0f, outer_radius, -half_thickness }, -Vec3f::UnitZ());
+ append_vertex(data, { 0.0f, radius + half_tip_width, -half_thickness }, -Vec3f::UnitZ());
+ append_vertex(data, { -tip_height, radius, -half_thickness }, -Vec3f::UnitZ());
+ append_vertex(data, { 0.0f, radius - half_tip_width, -half_thickness }, -Vec3f::UnitZ());
+ append_vertex(data, { 0.0f, inner_radius, -half_thickness }, -Vec3f::UnitZ());
+
+ // bottom face triangles
+ data.triangles.emplace_back(5, 7, 6);
+ data.triangles.emplace_back(5, 9, 7);
+ data.triangles.emplace_back(9, 8, 7);
+
+ // side faces vertices
+ append_vertex(data, { 0.0f, outer_radius, -half_thickness }, Vec3f::UnitX());
+ append_vertex(data, { 0.0f, radius + half_tip_width, -half_thickness }, Vec3f::UnitX());
+ append_vertex(data, { 0.0f, outer_radius, half_thickness }, Vec3f::UnitX());
+ append_vertex(data, { 0.0f, radius + half_tip_width, half_thickness }, Vec3f::UnitX());
+
+ Vec3f normal(-half_tip_width, tip_height, 0.0f);
+ normal.normalize();
+ append_vertex(data, { 0.0f, radius + half_tip_width, -half_thickness }, normal);
+ append_vertex(data, { -tip_height, radius, -half_thickness }, normal);
+ append_vertex(data, { 0.0f, radius + half_tip_width, half_thickness }, normal);
+ append_vertex(data, { -tip_height, radius, half_thickness }, normal);
+
+ normal = Vec3f(-half_tip_width, -tip_height, 0.0f);
+ normal.normalize();
+ append_vertex(data, { -tip_height, radius, -half_thickness }, normal);
+ append_vertex(data, { 0.0f, radius - half_tip_width, -half_thickness }, normal);
+ append_vertex(data, { -tip_height, radius, half_thickness }, normal);
+ append_vertex(data, { 0.0f, radius - half_tip_width, half_thickness }, normal);
+
+ append_vertex(data, { 0.0f, radius - half_tip_width, -half_thickness }, Vec3f::UnitX());
+ append_vertex(data, { 0.0f, inner_radius, -half_thickness }, Vec3f::UnitX());
+ append_vertex(data, { 0.0f, radius - half_tip_width, half_thickness }, Vec3f::UnitX());
+ append_vertex(data, { 0.0f, inner_radius, half_thickness }, Vec3f::UnitX());
+
+ // side face triangles
+ for (int i = 0; i < 4; ++i)
+ {
+ int ii = i * 4;
+ data.triangles.emplace_back(10 + ii, 11 + ii, 13 + ii);
+ data.triangles.emplace_back(10 + ii, 13 + ii, 12 + ii);
+ }
+
+ // stem
+ // top face vertices
+ for (int i = 0; i <= resolution; ++i)
+ {
+ float angle = static_cast<float>(i) * step_angle;
+ append_vertex(data, { inner_radius * ::sin(angle), inner_radius * ::cos(angle), half_thickness }, Vec3f::UnitZ());
+ }
+
+ for (int i = 0; i <= resolution; ++i)
+ {
+ float angle = static_cast<float>(i) * step_angle;
+ append_vertex(data, { outer_radius * ::sin(angle), outer_radius * ::cos(angle), half_thickness }, Vec3f::UnitZ());
+ }
+
+ // top face triangles
+ for (int i = 0; i < resolution; ++i)
+ {
+ data.triangles.emplace_back(26 + i, 27 + i, 27 + resolution + i);
+ data.triangles.emplace_back(27 + i, 28 + resolution + i, 27 + resolution + i);
+ }
+
+ // bottom face vertices
+ for (int i = 0; i <= resolution; ++i)
+ {
+ float angle = static_cast<float>(i) * step_angle;
+ append_vertex(data, { inner_radius * ::sin(angle), inner_radius * ::cos(angle), -half_thickness }, -Vec3f::UnitZ());
+ }
+
+ for (int i = 0; i <= resolution; ++i)
+ {
+ float angle = static_cast<float>(i) * step_angle;
+ append_vertex(data, { outer_radius * ::sin(angle), outer_radius * ::cos(angle), -half_thickness }, -Vec3f::UnitZ());
+ }
+
+ // bottom face triangles
+ for (int i = 0; i < resolution; ++i)
+ {
+ data.triangles.emplace_back(28 + 2 * resolution + i, 29 + 3 * resolution + i, 29 + 2 * resolution + i);
+ data.triangles.emplace_back(29 + 2 * resolution + i, 29 + 3 * resolution + i, 30 + 3 * resolution + i);
+ }
+
+ // side faces vertices and triangles
+ for (int i = 0; i <= resolution; ++i)
+ {
+ float angle = static_cast<float>(i) * step_angle;
+ float c = ::cos(angle);
+ float s = ::sin(angle);
+ append_vertex(data, { inner_radius * s, inner_radius * c, -half_thickness }, { -s, -c, 0.0f });
+ }
+
+ for (int i = 0; i <= resolution; ++i)
+ {
+ float angle = static_cast<float>(i) * step_angle;
+ float c = ::cos(angle);
+ float s = ::sin(angle);
+ append_vertex(data, { inner_radius * s, inner_radius * c, half_thickness }, { -s, -c, 0.0f });
+ }
+
+ int first_id = 26 + 4 * (resolution + 1);
+ for (int i = 0; i < resolution; ++i)
+ {
+ int ii = first_id + i;
+ data.triangles.emplace_back(ii, ii + 1, ii + resolution + 2);
+ data.triangles.emplace_back(ii, ii + resolution + 2, ii + resolution + 1);
+ }
+
+ append_vertex(data, { inner_radius, 0.0f, -half_thickness }, -Vec3f::UnitY());
+ append_vertex(data, { outer_radius, 0.0f, -half_thickness }, -Vec3f::UnitY());
+ append_vertex(data, { inner_radius, 0.0f, half_thickness }, -Vec3f::UnitY());
+ append_vertex(data, { outer_radius, 0.0f, half_thickness }, -Vec3f::UnitY());
+
+ first_id = 26 + 6 * (resolution + 1);
+ data.triangles.emplace_back(first_id, first_id + 1, first_id + 3);
+ data.triangles.emplace_back(first_id, first_id + 3, first_id + 2);
+
+ for (int i = resolution; i >= 0; --i)
+ {
+ float angle = static_cast<float>(i) * step_angle;
+ float c = ::cos(angle);
+ float s = ::sin(angle);
+ append_vertex(data, { outer_radius * s, outer_radius * c, -half_thickness }, { s, c, 0.0f });
+ }
+
+ for (int i = resolution; i >= 0; --i)
+ {
+ float angle = static_cast<float>(i) * step_angle;
+ float c = ::cos(angle);
+ float s = ::sin(angle);
+ append_vertex(data, { outer_radius * s, outer_radius * c, +half_thickness }, { s, c, 0.0f });
+ }
+
+ first_id = 30 + 6 * (resolution + 1);
+ for (int i = 0; i < resolution; ++i)
+ {
+ int ii = first_id + i;
+ data.triangles.emplace_back(ii, ii + 1, ii + resolution + 2);
+ data.triangles.emplace_back(ii, ii + resolution + 2, ii + resolution + 1);
+ }
+
+ return data;
+}
+
+GLModelInitializationData straight_arrow(float tip_width, float tip_height, float stem_width, float stem_height, float thickness)
+{
+ auto append_vertex = [](GLModelInitializationData& data, const Vec3f& position, const Vec3f& normal) {
+ data.positions.emplace_back(position);
+ data.normals.emplace_back(normal);
+ };
+
+ GLModelInitializationData data;
+
+ const float half_thickness = 0.5f * thickness;
+ const float half_stem_width = 0.5f * stem_width;
+ const float half_tip_width = 0.5f * tip_width;
+ const float total_height = tip_height + stem_height;
+
+ // top face vertices
+ append_vertex(data, { half_stem_width, 0.0, half_thickness }, Vec3f::UnitZ());
+ append_vertex(data, { half_stem_width, stem_height, half_thickness }, Vec3f::UnitZ());
+ append_vertex(data, { half_tip_width, stem_height, half_thickness }, Vec3f::UnitZ());
+ append_vertex(data, { 0.0, total_height, half_thickness }, Vec3f::UnitZ());
+ append_vertex(data, { -half_tip_width, stem_height, half_thickness }, Vec3f::UnitZ());
+ append_vertex(data, { -half_stem_width, stem_height, half_thickness }, Vec3f::UnitZ());
+ append_vertex(data, { -half_stem_width, 0.0, half_thickness }, Vec3f::UnitZ());
+
+ // top face triangles
+ data.triangles.emplace_back(0, 1, 6);
+ data.triangles.emplace_back(6, 1, 5);
+ data.triangles.emplace_back(4, 5, 3);
+ data.triangles.emplace_back(5, 1, 3);
+ data.triangles.emplace_back(1, 2, 3);
+
+ // bottom face vertices
+ append_vertex(data, { half_stem_width, 0.0, -half_thickness }, -Vec3f::UnitZ());
+ append_vertex(data, { half_stem_width, stem_height, -half_thickness }, -Vec3f::UnitZ());
+ append_vertex(data, { half_tip_width, stem_height, -half_thickness }, -Vec3f::UnitZ());
+ append_vertex(data, { 0.0, total_height, -half_thickness }, -Vec3f::UnitZ());
+ append_vertex(data, { -half_tip_width, stem_height, -half_thickness }, -Vec3f::UnitZ());
+ append_vertex(data, { -half_stem_width, stem_height, -half_thickness }, -Vec3f::UnitZ());
+ append_vertex(data, { -half_stem_width, 0.0, -half_thickness }, -Vec3f::UnitZ());
+
+ // bottom face triangles
+ data.triangles.emplace_back(7, 13, 8);
+ data.triangles.emplace_back(13, 12, 8);
+ data.triangles.emplace_back(12, 11, 10);
+ data.triangles.emplace_back(8, 12, 10);
+ data.triangles.emplace_back(9, 8, 10);
+
+ // side faces vertices
+ append_vertex(data, { half_stem_width, 0.0, -half_thickness }, Vec3f::UnitX());
+ append_vertex(data, { half_stem_width, stem_height, -half_thickness }, Vec3f::UnitX());
+ append_vertex(data, { half_stem_width, 0.0, half_thickness }, Vec3f::UnitX());
+ append_vertex(data, { half_stem_width, stem_height, half_thickness }, Vec3f::UnitX());
+
+ append_vertex(data, { half_stem_width, stem_height, -half_thickness }, -Vec3f::UnitY());
+ append_vertex(data, { half_tip_width, stem_height, -half_thickness }, -Vec3f::UnitY());
+ append_vertex(data, { half_stem_width, stem_height, half_thickness }, -Vec3f::UnitY());
+ append_vertex(data, { half_tip_width, stem_height, half_thickness }, -Vec3f::UnitY());
+
+ Vec3f normal(tip_height, half_tip_width, 0.0f);
+ normal.normalize();
+ append_vertex(data, { half_tip_width, stem_height, -half_thickness }, normal);
+ append_vertex(data, { 0.0, total_height, -half_thickness }, normal);
+ append_vertex(data, { half_tip_width, stem_height, half_thickness }, normal);
+ append_vertex(data, { 0.0, total_height, half_thickness }, normal);
+
+ normal = Vec3f(-tip_height, half_tip_width, 0.0f);
+ normal.normalize();
+ append_vertex(data, { 0.0, total_height, -half_thickness }, normal);
+ append_vertex(data, { -half_tip_width, stem_height, -half_thickness }, normal);
+ append_vertex(data, { 0.0, total_height, half_thickness }, normal);
+ append_vertex(data, { -half_tip_width, stem_height, half_thickness }, normal);
+
+ append_vertex(data, { -half_tip_width, stem_height, -half_thickness }, -Vec3f::UnitY());
+ append_vertex(data, { -half_stem_width, stem_height, -half_thickness }, -Vec3f::UnitY());
+ append_vertex(data, { -half_tip_width, stem_height, half_thickness }, -Vec3f::UnitY());
+ append_vertex(data, { -half_stem_width, stem_height, half_thickness }, -Vec3f::UnitY());
+
+ append_vertex(data, { -half_stem_width, stem_height, -half_thickness }, -Vec3f::UnitX());
+ append_vertex(data, { -half_stem_width, 0.0, -half_thickness }, -Vec3f::UnitX());
+ append_vertex(data, { -half_stem_width, stem_height, half_thickness }, -Vec3f::UnitX());
+ append_vertex(data, { -half_stem_width, 0.0, half_thickness }, -Vec3f::UnitX());
+
+ append_vertex(data, { -half_stem_width, 0.0, -half_thickness }, -Vec3f::UnitY());
+ append_vertex(data, { half_stem_width, 0.0, -half_thickness }, -Vec3f::UnitY());
+ append_vertex(data, { -half_stem_width, 0.0, half_thickness }, -Vec3f::UnitY());
+ append_vertex(data, { half_stem_width, 0.0, half_thickness }, -Vec3f::UnitY());
+
+ // side face triangles
+ for (int i = 0; i < 7; ++i)
+ {
+ int ii = i * 4;
+ data.triangles.emplace_back(14 + ii, 15 + ii, 17 + ii);
+ data.triangles.emplace_back(14 + ii, 17 + ii, 16 + ii);
+ }
+
+ return data;
+}
+
+} // namespace GUI
+} // namespace Slic3r