PRUSA 2.7.0

This commit is contained in:
sunsets
2023-12-27 18:02:35 +08:00
parent b33112327f
commit 0a3c63dcb1
488 changed files with 92371 additions and 29443 deletions

View File

@@ -57,7 +57,7 @@ bool GLGizmoMmuSegmentation::on_is_activable() const
return GLGizmoPainterBase::on_is_activable() && wxGetApp().extruders_edited_cnt() > 1;
}
static std::vector<ColorRGBA> get_extruders_colors()
std::vector<ColorRGBA> get_extruders_colors()
{
std::vector<std::string> colors = Slic3r::GUI::wxGetApp().plater()->get_extruder_colors_from_plater_config();
std::vector<ColorRGBA> ret;
@@ -524,6 +524,7 @@ void GLGizmoMmuSegmentation::update_model_object() const
void GLGizmoMmuSegmentation::init_model_triangle_selectors()
{
const int extruders_count = wxGetApp().extruders_edited_cnt();
const ModelObject *mo = m_c->selection_info()->model_object();
m_triangle_selectors.clear();
@@ -538,8 +539,8 @@ void GLGizmoMmuSegmentation::init_model_triangle_selectors()
// This mesh does not account for the possible Z up SLA offset.
const TriangleMesh *mesh = &mv->mesh();
int extruder_idx = (mv->extruder_id() > 0) ? mv->extruder_id() - 1 : 0;
m_triangle_selectors.emplace_back(std::make_unique<TriangleSelectorMmGui>(*mesh, m_modified_extruders_colors, m_original_extruders_colors[size_t(extruder_idx)]));
size_t extruder_idx = get_extruder_color_idx(*mv, extruders_count);
m_triangle_selectors.emplace_back(std::make_unique<TriangleSelectorMmGui>(*mesh, m_modified_extruders_colors, m_original_extruders_colors[extruder_idx]));
// Reset of TriangleSelector is done inside TriangleSelectorMmGUI's constructor, so we don't need it to perform it again in deserialize().
m_triangle_selectors.back()->deserialize(mv->mmu_segmentation_facets.get_data(), false);
m_triangle_selectors.back()->request_update_render_data();
@@ -588,12 +589,6 @@ void TriangleSelectorMmGui::render(ImGuiWrapper* imgui, const Transform3d& matri
if (!shader)
return;
assert(shader->get_name() == "mm_gouraud");
const Camera& camera = wxGetApp().plater()->get_camera();
const Transform3d& view_matrix = camera.get_view_matrix();
shader->set_uniform("view_model_matrix", view_matrix * matrix);
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
const Matrix3d view_normal_matrix = view_matrix.matrix().block(0, 0, 3, 3) * matrix.matrix().block(0, 0, 3, 3).inverse().transpose();
shader->set_uniform("view_normal_matrix", view_normal_matrix);
for (size_t color_idx = 0; color_idx < m_gizmo_scene.triangle_indices.size(); ++color_idx) {
if (m_gizmo_scene.has_VBOs(color_idx)) {