#ifndef slic3r_3DBed_hpp_ #define slic3r_3DBed_hpp_ #include "GLTexture.hpp" #include "3DScene.hpp" #include "GLShader.hpp" #include class GLUquadric; typedef class GLUquadric GLUquadricObj; namespace Slic3r { namespace GUI { class GLCanvas3D; class GeometryBuffer { struct Vertex { float position[3]; float tex_coords[2]; Vertex() { position[0] = 0.0f; position[1] = 0.0f; position[2] = 0.0f; tex_coords[0] = 0.0f; tex_coords[1] = 0.0f; } }; std::vector m_vertices; public: bool set_from_triangles(const Polygons& triangles, float z, bool generate_tex_coords); bool set_from_lines(const Lines& lines, float z); 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 { struct Axes { static const double Radius; static const double ArrowBaseRadius; static const double ArrowLength; Vec3d origin; Vec3d length; GLUquadricObj* m_quadric; Axes(); ~Axes(); void render() const; private: void render_axis(double length) const; }; public: enum EType : unsigned char { System, Custom, Num_Types }; private: EType m_type; Pointfs m_shape; std::string m_texture_filename; std::string m_model_filename; mutable BoundingBoxf3 m_bounding_box; mutable BoundingBoxf3 m_extended_bounding_box; Polygon m_polygon; GeometryBuffer m_triangles; GeometryBuffer m_gridlines; mutable GLTexture m_texture; mutable GLBed m_model; // temporary texture shown until the main texture has still no levels compressed mutable GLTexture m_temp_texture; mutable Shader m_shader; mutable unsigned int m_vbo_id; Axes m_axes; mutable float m_scale_factor; public: Bed3D(); ~Bed3D() { reset(); } EType get_type() const { return m_type; } bool is_custom() const { return m_type == Custom; } const Pointfs& get_shape() const { return m_shape; } // Return true if the bed shape changed, so the calee will update the UI. bool set_shape(const Pointfs& shape, const std::string& custom_texture, const std::string& custom_model); const BoundingBoxf3& get_bounding_box(bool extended) const { return extended ? m_extended_bounding_box : m_bounding_box; } 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) const; private: void calc_bounding_boxes() const; void calc_triangles(const ExPolygon& poly); void calc_gridlines(const ExPolygon& poly, const BoundingBox& bed_bbox); std::tuple detect_type(const Pointfs& shape) const; 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 reset(); }; } // GUI } // Slic3r #endif // slic3r_3DBed_hpp_