183 lines
6.1 KiB
C++
183 lines
6.1 KiB
C++
#ifndef slic3r_GLGizmoFdmSupports_hpp_
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#define slic3r_GLGizmoFdmSupports_hpp_
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#include "GLGizmoBase.hpp"
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#include "slic3r/GUI/3DScene.hpp"
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#include "libslic3r/ObjectID.hpp"
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#include <cereal/types/vector.hpp>
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namespace Slic3r {
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enum class FacetSupportType : int8_t;
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namespace GUI {
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enum class SLAGizmoEventType : unsigned char;
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class ClippingPlane;
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// Following class holds information about selected triangles. It also has power
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// to recursively subdivide the triangles and make the selection finer.
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class TriangleSelector {
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public:
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void test();
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explicit TriangleSelector(const TriangleMesh& mesh) {}
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// Select all triangles inside the circle, subdivide where needed.
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void select_patch(const Vec3f& hit, // point where to start
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int facet_idx, // facet that point belongs to
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const Vec3f& dir, // direction of the ray
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float radius_sqr, // squared radius of the cursor
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bool enforcer); // enforcer or blocker?
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void unselect_all();
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// Remove all unnecessary data (such as vertices that are not needed
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// because the selection has been made larger.
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void garbage_collect();
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private:
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// A struct to hold information about how a triangle was divided.
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struct DivisionNode {
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// Index of triangle this describes.
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int triangle_idx;
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// Bitmask encoding which sides are split.
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unsigned char division_type;
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// bits 0 and 1 : 00 - no division
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// 01 - one-edge split
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// 10 - two-edge split
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// 11 - three-edge split
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// bits 2 and 3 : decimal 0, 1 or 2 identifying the special edge (one that
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// splits in one-edge split or one that stays in two-edge split).
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// Pointers to children nodes (not all are always used).
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std::array<DivisionNode*, 4> children;
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// Set the division type.
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void set_division(int sides_to_split, int special_side_idx = -1);
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// Helpers that decode the division_type bitmask.
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int number_of_split_sides() const { return division_type & 0b11; }
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int side_to_keep() const;
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int side_to_split() const;
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};
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// Triangle and pointer to how it's divided (nullptr = not divided).
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// The ptr is nullptr for all new triangles, it is only valid for
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// the original (undivided) triangles.
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struct Triangle {
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stl_triangle_vertex_indices verts_idxs;
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DivisionNode* div_info;
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};
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// Lists of vertices and triangles, both original and new
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std::vector<stl_vertex> m_vertices;
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std::vector<Triangle> m_triangles;
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// Number of original vertices and triangles.
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int m_orig_size_vertices;
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int m_orig_size_indices;
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// Limits for stopping the recursion.
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float m_max_edge_length;
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int m_max_recursion_depth;
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};
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class GLGizmoFdmSupports : public GLGizmoBase
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{
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private:
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ObjectID m_old_mo_id;
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size_t m_old_volumes_size = 0;
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GLUquadricObj* m_quadric;
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float m_cursor_radius = 2.f;
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static constexpr float CursorRadiusMin = 0.f;
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static constexpr float CursorRadiusMax = 8.f;
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static constexpr float CursorRadiusStep = 0.2f;
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// For each model-part volume, store a list of statuses of
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// individual facets (one of the enum values above).
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std::vector<std::vector<FacetSupportType>> m_selected_facets;
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// Vertex buffer arrays for each model-part volume. There is a vector of
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// arrays so that adding triangles can be done without regenerating all
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// other triangles. Enforcers and blockers are of course separate.
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std::vector<std::array<std::vector<GLIndexedVertexArray>, 2>> m_ivas;
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void update_vertex_buffers(const TriangleMesh* mesh,
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int mesh_id,
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FacetSupportType type, // enforcers / blockers
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const std::vector<size_t>* new_facets = nullptr); // nullptr -> regenerate all
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public:
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GLGizmoFdmSupports(GLCanvas3D& parent, const std::string& icon_filename, unsigned int sprite_id);
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~GLGizmoFdmSupports() override;
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void set_fdm_support_data(ModelObject* model_object, const Selection& selection);
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bool gizmo_event(SLAGizmoEventType action, const Vec2d& mouse_position, bool shift_down, bool alt_down, bool control_down);
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private:
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bool on_init() override;
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void on_render() const override;
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void on_render_for_picking() const override {}
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void render_triangles(const Selection& selection) const;
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void render_cursor_circle() const;
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void update_model_object() const;
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void update_from_model_object();
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void activate_internal_undo_redo_stack(bool activate);
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void select_facets_by_angle(float threshold, bool overwrite, bool block);
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bool m_overwrite_selected = false;
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float m_angle_threshold_deg = 45.f;
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bool is_mesh_point_clipped(const Vec3d& point) const;
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float m_clipping_plane_distance = 0.f;
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std::unique_ptr<ClippingPlane> m_clipping_plane;
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bool m_setting_angle = false;
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bool m_internal_stack_active = false;
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bool m_schedule_update = false;
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// This map holds all translated description texts, so they can be easily referenced during layout calculations
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// etc. When language changes, GUI is recreated and this class constructed again, so the change takes effect.
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std::map<std::string, wxString> m_desc;
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enum class Button {
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None,
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Left,
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Right
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};
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Button m_button_down = Button::None;
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EState m_old_state = Off; // to be able to see that the gizmo has just been closed (see on_set_state)
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protected:
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void on_set_state() override;
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void on_start_dragging() override;
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void on_stop_dragging() override;
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void on_render_input_window(float x, float y, float bottom_limit) override;
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std::string on_get_name() const override;
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bool on_is_activable() const override;
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bool on_is_selectable() const override;
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void on_load(cereal::BinaryInputArchive& ar) override;
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void on_save(cereal::BinaryOutputArchive& ar) const override;
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CommonGizmosDataID on_get_requirements() const override;
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};
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} // namespace GUI
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} // namespace Slic3r
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#endif // slic3r_GLGizmoFdmSupports_hpp_
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