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OrcaSlicer-bambulab/src/slic3r/GUI/Gizmos/GLGizmoFdmSupports.hpp
2020-07-24 17:47:16 +02:00

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6.1 KiB
C++

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