diff options
Diffstat (limited to 'xs/src/slic3r/GUI/3DScene.cpp')
-rw-r--r-- | xs/src/slic3r/GUI/3DScene.cpp | 60 |
1 files changed, 51 insertions, 9 deletions
diff --git a/xs/src/slic3r/GUI/3DScene.cpp b/xs/src/slic3r/GUI/3DScene.cpp index 6ec339153..33b3768ed 100644 --- a/xs/src/slic3r/GUI/3DScene.cpp +++ b/xs/src/slic3r/GUI/3DScene.cpp @@ -644,20 +644,62 @@ std::vector<int> GLVolumeCollection::load_object( return volumes_idx; } + int GLVolumeCollection::load_wipe_tower_preview( - int obj_idx, float pos_x, float pos_y, float width, float depth, float height, float rotation_angle, bool use_VBOs) + int obj_idx, float pos_x, float pos_y, float width, float depth, float height, float rotation_angle, bool use_VBOs, bool size_unknown, float brim_width) { - float color[4] = { 0.5f, 0.5f, 0.0f, 0.5f }; - this->volumes.emplace_back(new GLVolume(color)); - GLVolume &v = *this->volumes.back(); - + if (depth < 0.01f) + return int(this->volumes.size() - 1); if (height == 0.0f) height = 0.1f; - - auto mesh = make_cube(width, depth, height); - mesh.translate(-width / 2.f, -depth / 2.f, 0.f); Point origin_of_rotation(0.f, 0.f); - mesh.rotate(rotation_angle,&origin_of_rotation); + TriangleMesh mesh; + float color[4] = { 0.5f, 0.5f, 0.0f, 1.f }; + + // In case we don't know precise dimensions of the wipe tower yet, we'll draw the box with different color with one side jagged: + if (size_unknown) { + color[0] = 0.9f; + color[1] = 0.6f; + + depth = std::max(depth, 10.f); // Too narrow tower would interfere with the teeth. The estimate is not precise anyway. + float min_width = 30.f; + // We'll now create the box with jagged edge. y-coordinates of the pre-generated model are shifted so that the front + // edge has y=0 and centerline of the back edge has y=depth: + Pointf3s points; + std::vector<Point3> facets; + float out_points_idx[][3] = {{0, -depth, 0}, {0, 0, 0}, {38.453, 0, 0}, {61.547, 0, 0}, {100, 0, 0}, {100, -depth, 0}, {55.7735, -10, 0}, {44.2265, 10, 0}, + {38.453, 0, 1}, {0, 0, 1}, {0, -depth, 1}, {100, -depth, 1}, {100, 0, 1}, {61.547, 0, 1}, {55.7735, -10, 1}, {44.2265, 10, 1}}; + int out_facets_idx[][3] = {{0, 1, 2}, {3, 4, 5}, {6, 5, 0}, {3, 5, 6}, {6, 2, 7}, {6, 0, 2}, {8, 9, 10}, {11, 12, 13}, {10, 11, 14}, {14, 11, 13}, {15, 8, 14}, + {8, 10, 14}, {3, 12, 4}, {3, 13, 12}, {6, 13, 3}, {6, 14, 13}, {7, 14, 6}, {7, 15, 14}, {2, 15, 7}, {2, 8, 15}, {1, 8, 2}, {1, 9, 8}, + {0, 9, 1}, {0, 10, 9}, {5, 10, 0}, {5, 11, 10}, {4, 11, 5}, {4, 12, 11}}; + for (int i=0;i<16;++i) + points.push_back(Pointf3(out_points_idx[i][0] / (100.f/min_width), out_points_idx[i][1] + depth, out_points_idx[i][2])); + for (int i=0;i<28;++i) + facets.push_back(Point3(out_facets_idx[i][0], out_facets_idx[i][1], out_facets_idx[i][2])); + TriangleMesh tooth_mesh(points, facets); + + // We have the mesh ready. It has one tooth and width of min_width. We will now append several of these together until we are close to + // the required width of the block. Than we can scale it precisely. + size_t n = std::max(1, int(width/min_width)); // How many shall be merged? + for (size_t i=0;i<n;++i) { + mesh.merge(tooth_mesh); + tooth_mesh.translate(min_width, 0.f, 0.f); + } + + mesh.scale(Pointf3(width/(n*min_width), 1.f, height)); // Scaling to proper width + } + else + mesh = make_cube(width, depth, height); + + // We'll make another mesh to show the brim (fixed layer height): + TriangleMesh brim_mesh = make_cube(width+2.f*brim_width, depth+2.f*brim_width, 0.2f); + brim_mesh.translate(-brim_width, -brim_width, 0.f); + mesh.merge(brim_mesh); + + mesh.rotate(rotation_angle, &origin_of_rotation); // rotates the box according to the config rotation setting + + this->volumes.emplace_back(new GLVolume(color)); + GLVolume &v = *this->volumes.back(); if (use_VBOs) v.indexed_vertex_array.load_mesh_full_shading(mesh); |