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QIDISlicer1.0.0
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69
src/slic3r/GUI/CoordAxes.cpp
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69
src/slic3r/GUI/CoordAxes.cpp
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#include "libslic3r/libslic3r.h"
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#include "CoordAxes.hpp"
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#include "GUI_App.hpp"
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#include "3DScene.hpp"
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#include "Plater.hpp"
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#include "Camera.hpp"
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#include <GL/glew.h>
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namespace Slic3r {
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namespace GUI {
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const float CoordAxes::DefaultStemRadius = 0.5f;
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const float CoordAxes::DefaultStemLength = 25.0f;
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const float CoordAxes::DefaultTipRadius = 2.5f * CoordAxes::DefaultStemRadius;
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const float CoordAxes::DefaultTipLength = 5.0f;
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void CoordAxes::render(const Transform3d& trafo, float emission_factor)
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{
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auto render_axis = [this](GLShaderProgram& shader, const Transform3d& transform) {
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const Camera& camera = wxGetApp().plater()->get_camera();
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const Transform3d& view_matrix = camera.get_view_matrix();
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const Transform3d matrix = view_matrix * transform;
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shader.set_uniform("view_model_matrix", matrix);
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shader.set_uniform("projection_matrix", camera.get_projection_matrix());
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shader.set_uniform("view_normal_matrix", (Matrix3d)(view_matrix.matrix().block(0, 0, 3, 3) * transform.matrix().block(0, 0, 3, 3).inverse().transpose()));
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m_arrow.render();
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};
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if (!m_arrow.is_initialized())
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m_arrow.init_from(stilized_arrow(16, m_tip_radius, m_tip_length, m_stem_radius, m_stem_length));
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GLShaderProgram* curr_shader = wxGetApp().get_current_shader();
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GLShaderProgram* shader = wxGetApp().get_shader("gouraud_light");
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if (shader == nullptr)
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return;
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if (curr_shader != nullptr)
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curr_shader->stop_using();
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shader->start_using();
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shader->set_uniform("emission_factor", emission_factor);
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// Scale the axes if the camera is close to them to avoid issues
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// such as https://github.com/qidi3d/QIDISlicer/issues/9483
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const Camera& camera = wxGetApp().plater()->get_camera();
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Transform3d scale_tr = Transform3d::Identity();
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scale_tr.scale(std::min(1., camera.get_inv_zoom() * 10.));
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// x axis
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m_arrow.set_color(ColorRGBA::X());
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render_axis(*shader, trafo * Geometry::translation_transform(m_origin) * Geometry::rotation_transform({ 0.0, 0.5 * M_PI, 0.0 }) * scale_tr);
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// y axis
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m_arrow.set_color(ColorRGBA::Y());
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render_axis(*shader, trafo * Geometry::translation_transform(m_origin) * Geometry::rotation_transform({ -0.5 * M_PI, 0.0, 0.0 }) * scale_tr);
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// z axis
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m_arrow.set_color(ColorRGBA::Z());
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render_axis(*shader, trafo * Geometry::translation_transform(m_origin) * scale_tr);
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shader->stop_using();
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if (curr_shader != nullptr)
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curr_shader->start_using();
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}
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} // GUI
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} // Slic3r
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