Files
OrcaSlicer-KX/src/slic3r/GUI/3DScene.hpp
Yves c90b1f9c46 Highlight selected objects (#12115)
# Description

The current bounding box selection display loses all usefulness once the furthest apart objects are selected.

This is especially noticeable on grid patterns, where nested unselected elements become indistinguishable after selecting all.

This PR implements a highlighting method that visually brightens individually selected objects.

# Screenshots/Recordings/Graphs

<img width="1845" height="829" alt="image" src="https://github.com/user-attachments/assets/a92a7176-182c-41e2-869e-badb220dfee2" />
Current 2.3.1: All but some objects are selected. Can you tell which ones?

<img width="2169" height="1042" alt="image" src="https://github.com/user-attachments/assets/c6c721d5-4f03-4c23-beff-b0acc0601568" />
Proposed PR: Slight lightening of selected objects

## Tests

Built on windows, tested with various colors and non-printable
2026-02-11 17:16:14 +08:00

577 lines
26 KiB
C++

#ifndef slic3r_3DScene_hpp_
#define slic3r_3DScene_hpp_
#include "libslic3r/libslic3r.h"
#include "libslic3r/Point.hpp"
#include "libslic3r/Line.hpp"
#include "libslic3r/TriangleMesh.hpp"
#include "libslic3r/Utils.hpp"
#include "libslic3r/Geometry.hpp"
#include "libslic3r/PrintConfig.hpp"
#include "libslic3r/Color.hpp"
// BBS
#include "libslic3r/ObjectID.hpp"
#include "GLModel.hpp"
#include "GLShader.hpp"
#include "MeshUtils.hpp"
#include <functional>
#include <optional>
#ifndef NDEBUG
#define HAS_GLSAFE
#endif // NDEBUG
#ifdef HAS_GLSAFE
extern void glAssertRecentCallImpl(const char *file_name, unsigned int line, const char *function_name);
inline void glAssertRecentCall() { glAssertRecentCallImpl(__FILE__, __LINE__, __FUNCTION__); }
#define glsafe(cmd) do { cmd; glAssertRecentCallImpl(__FILE__, __LINE__, __FUNCTION__); } while (false)
#define glcheck() do { glAssertRecentCallImpl(__FILE__, __LINE__, __FUNCTION__); } while (false)
#else // HAS_GLSAFE
inline void glAssertRecentCall() { }
#define glsafe(cmd) cmd
#define glcheck()
#endif // HAS_GLSAFE
extern float FullyTransparentMaterialThreshold;
extern float FullTransparentModdifiedToFixAlpha;
extern Slic3r::ColorRGBA adjust_color_for_rendering(const Slic3r::ColorRGBA &colors);
namespace Slic3r {
namespace GUI {
class Size;
}
class SLAPrintObject;
enum SLAPrintObjectStep : unsigned int;
class BuildVolume;
class DynamicPrintConfig;
class ExtrusionPath;
class ExtrusionMultiPath;
class ExtrusionLoop;
class ExtrusionEntity;
class ExtrusionEntityCollection;
class ModelObject;
class ModelVolume;
class GLShaderProgram;
enum ModelInstanceEPrintVolumeState : unsigned char;
using ModelObjectPtrs = std::vector<ModelObject*>;
struct ObjectFilamentInfo {
ModelObject* object;
std::map<int, int> manual_filaments; //manual mode: filament id -> extruder id can not be printed
std::vector<int> auto_filaments; //auto mode: filaments in all extruder's outside area
};
struct ObjectFilamentResults {
FilamentMapMode mode;
std::vector<int> filaments; //filaments has conflicts
std::map<int, int> filament_maps; //filament maps
std::vector<ModelObject*> partly_outside_objects; //partly outside objects
std::vector<ObjectFilamentInfo> object_filaments;
};
// Return appropriate color based on the ModelVolume.
extern ColorRGBA color_from_model_volume(const ModelVolume& model_volume);
class GLVolume {
public:
std::string name;
static ColorRGBA DISABLED_COLOR;
static ColorRGBA SLA_SUPPORT_COLOR;
static ColorRGBA SLA_PAD_COLOR;
static ColorRGBA NEUTRAL_COLOR;
static ColorRGBA UNPRINTABLE_COLOR;
static std::array<ColorRGBA, 5> MODEL_COLOR;
static ColorRGBA MODEL_MIDIFIER_COL;
static ColorRGBA MODEL_NEGTIVE_COL;
static ColorRGBA SUPPORT_ENFORCER_COL;
static ColorRGBA SUPPORT_BLOCKER_COL;
static ColorRGBA MODEL_HIDDEN_COL;
static void update_render_colors();
static void load_render_colors();
static ColorRGBA brighten_color(const ColorRGBA& color, float multiplier = 1.25f);
static float explosion_ratio;
static float last_explosion_ratio;
enum EHoverState : unsigned char
{
HS_None,
HS_Hover,
HS_Select,
HS_Deselect
};
GLVolume(float r = 1.f, float g = 1.f, float b = 1.f, float a = 1.f);
GLVolume(const ColorRGBA& color) : GLVolume(color.r(), color.g(), color.b(), color.a()) {}
virtual ~GLVolume() = default;
// BBS
protected:
Geometry::Transformation m_instance_transformation;
Geometry::Transformation m_volume_transformation;
// BBS
Vec3d m_offset_to_assembly{ 0.0, 0.0, 0.0 };
// Shift in z required by sla supports+pad
double m_sla_shift_z;
// Bounding box of this volume, in unscaled coordinates.
std::optional<BoundingBoxf3> m_transformed_bounding_box;
// Convex hull of the volume, if any.
std::shared_ptr<const TriangleMesh> m_convex_hull;
// Bounding box of this volume, in unscaled coordinates.
std::optional<BoundingBoxf3> m_transformed_convex_hull_bounding_box;
// Bounding box of the non sinking part of this volume, in unscaled coordinates.
std::optional<BoundingBoxf3> m_transformed_non_sinking_bounding_box;
class SinkingContours
{
static const float HalfWidth;
GLVolume& m_parent;
GUI::GLModel m_model;
BoundingBoxf3 m_old_box;
Vec3d m_shift{ Vec3d::Zero() };
public:
SinkingContours(GLVolume& volume) : m_parent(volume) {}
void render();
private:
void update();
};
SinkingContours m_sinking_contours;
public:
// Color of the triangles / quads held by this volume.
ColorRGBA color;
// Color used to render this volume.
ColorRGBA render_color;
struct CompositeID {
CompositeID(int object_id, int volume_id, int instance_id) : object_id(object_id), volume_id(volume_id), instance_id(instance_id) {}
CompositeID() : object_id(-1), volume_id(-1), instance_id(-1) {}
// Object ID, which is equal to the index of the respective ModelObject in Model.objects array.
int object_id;
// Volume ID, which is equal to the index of the respective ModelVolume in ModelObject.volumes array.
// If negative, it is an index of a geometry produced by the PrintObject for the respective ModelObject,
// and which has no associated ModelVolume in ModelObject.volumes. For example, SLA supports.
// Volume with a negative volume_id cannot be picked independently, it will pick the associated instance.
int volume_id;
// Instance ID, which is equal to the index of the respective ModelInstance in ModelObject.instances array.
int instance_id;
bool operator==(const CompositeID &rhs) const { return object_id == rhs.object_id && volume_id == rhs.volume_id && instance_id == rhs.instance_id; }
bool operator!=(const CompositeID &rhs) const { return ! (*this == rhs); }
bool operator< (const CompositeID &rhs) const
{ return object_id < rhs.object_id || (object_id == rhs.object_id && (volume_id < rhs.volume_id || (volume_id == rhs.volume_id && instance_id < rhs.instance_id))); }
};
CompositeID composite_id;
// Fingerprint of the source geometry. For ModelVolumes, it is the ModelVolume::ID and ModelInstanceID,
// for generated volumes it is the timestamp generated by PrintState::invalidate() or PrintState::set_done(),
// and the associated ModelInstanceID.
// Valid geometry_id should always be positive.
std::pair<size_t, size_t> geometry_id;
// An ID containing the extruder ID (used to select color).
int extruder_id;
size_t model_object_ID{0};
// Various boolean flags.
struct {
// Is this object selected?
bool selected : 1;
// Is this object disabled from selection?
bool disabled : 1;
// Is this object printable?
bool printable : 1;
// Is this object visible(in assemble view)?
bool visible : 1;
// Whether or not this volume is active for rendering
bool is_active : 1;
// Whether or not to use this volume when applying zoom_to_volumes()
bool zoom_to_volumes : 1;
// Wheter or not this volume is enabled for outside print volume detection in shader.
bool shader_outside_printer_detection_enabled : 1;
// Wheter or not this volume is outside print volume.
bool is_outside : 1;
bool partly_inside : 1;
// Wheter or not this volume has been generated from a modifier
bool is_modifier : 1;
// Wheter or not this volume has been generated from the wipe tower
bool is_wipe_tower : 1;
// Wheter or not this volume has been generated from an extrusion path
bool is_extrusion_path : 1;
// Wheter or not to always render this volume using its own alpha
bool force_transparent : 1;
// Whether or not always use the volume's own color (not using SELECTED/HOVER/DISABLED/OUTSIDE)
bool force_native_color : 1;
// Whether or not render this volume in neutral
bool force_neutral_color : 1;
// Whether or not to force rendering of sinking contours
bool force_sinking_contours : 1;
// Is render for picking
bool picking : 1;
// slice error
bool slice_error : 1;
};
// Is mouse or rectangle selection over this object to select/deselect it ?
EHoverState hover;
GUI::GLModel model;
// raycaster used for picking
std::unique_ptr<GUI::MeshRaycaster> mesh_raycaster;
// BBS
mutable std::vector<GUI::GLModel> mmuseg_models;
mutable ObjectBase::Timestamp mmuseg_ts;
// Ranges of triangle and quad indices to be rendered.
std::pair<size_t, size_t> tverts_range;
// If the qverts or tverts contain thick extrusions, then offsets keeps pointers of the starts
// of the extrusions per layer.
std::vector<coordf_t> print_zs;
// Offset into qverts & tverts, or offsets into indices stored into an OpenGL name_index_buffer.
std::vector<size_t> offsets;
// Bounding box of this volume, in unscaled coordinates.
BoundingBoxf3 bounding_box() const {
return this->model.get_bounding_box();
}
void set_color(const ColorRGBA& rgba) { color = rgba; }
void set_render_color(const ColorRGBA& rgba) { render_color = rgba; }
// Sets render color in dependence of current state
void set_render_color();
// set color according to model volume
void set_color_from_model_volume(const ModelVolume& model_volume);
const Geometry::Transformation& get_instance_transformation() const { return m_instance_transformation; }
void set_instance_transformation(const Geometry::Transformation& transformation) { m_instance_transformation = transformation; set_bounding_boxes_as_dirty(); }
void set_instance_transformation(const Transform3d& transform) { m_instance_transformation.set_matrix(transform); set_bounding_boxes_as_dirty(); }
Vec3d get_instance_offset() const { return m_instance_transformation.get_offset(); }
double get_instance_offset(Axis axis) const { return m_instance_transformation.get_offset(axis); }
void set_instance_offset(const Vec3d& offset) { m_instance_transformation.set_offset(offset); set_bounding_boxes_as_dirty(); }
void set_instance_offset(Axis axis, double offset) { m_instance_transformation.set_offset(axis, offset); set_bounding_boxes_as_dirty(); }
Vec3d get_instance_rotation() const { return m_instance_transformation.get_rotation(); }
double get_instance_rotation(Axis axis) const { return m_instance_transformation.get_rotation(axis); }
void set_instance_rotation(const Vec3d& rotation) { m_instance_transformation.set_rotation(rotation); set_bounding_boxes_as_dirty(); }
void set_instance_rotation(Axis axis, double rotation) { m_instance_transformation.set_rotation(axis, rotation); set_bounding_boxes_as_dirty(); }
Vec3d get_instance_scaling_factor() const { return m_instance_transformation.get_scaling_factor(); }
double get_instance_scaling_factor(Axis axis) const { return m_instance_transformation.get_scaling_factor(axis); }
void set_instance_scaling_factor(const Vec3d& scaling_factor) { m_instance_transformation.set_scaling_factor(scaling_factor); set_bounding_boxes_as_dirty(); }
void set_instance_scaling_factor(Axis axis, double scaling_factor) { m_instance_transformation.set_scaling_factor(axis, scaling_factor); set_bounding_boxes_as_dirty(); }
Vec3d get_instance_mirror() const { return m_instance_transformation.get_mirror(); }
double get_instance_mirror(Axis axis) const { return m_instance_transformation.get_mirror(axis); }
void set_instance_mirror(const Vec3d& mirror) { m_instance_transformation.set_mirror(mirror); set_bounding_boxes_as_dirty(); }
void set_instance_mirror(Axis axis, double mirror) { m_instance_transformation.set_mirror(axis, mirror); set_bounding_boxes_as_dirty(); }
const Geometry::Transformation& get_volume_transformation() const { return m_volume_transformation; }
void set_volume_transformation(const Geometry::Transformation& transformation) { m_volume_transformation = transformation; set_bounding_boxes_as_dirty(); }
void set_volume_transformation(const Transform3d& transform) { m_volume_transformation.set_matrix(transform); set_bounding_boxes_as_dirty(); }
Vec3d get_volume_offset() const { return m_volume_transformation.get_offset(); }
double get_volume_offset(Axis axis) const { return m_volume_transformation.get_offset(axis); }
void set_volume_offset(const Vec3d& offset) { m_volume_transformation.set_offset(offset); set_bounding_boxes_as_dirty(); }
void set_volume_offset(Axis axis, double offset) { m_volume_transformation.set_offset(axis, offset); set_bounding_boxes_as_dirty(); }
Vec3d get_volume_rotation() const { return m_volume_transformation.get_rotation(); }
double get_volume_rotation(Axis axis) const { return m_volume_transformation.get_rotation(axis); }
void set_volume_rotation(const Vec3d& rotation) { m_volume_transformation.set_rotation(rotation); set_bounding_boxes_as_dirty(); }
void set_volume_rotation(Axis axis, double rotation) { m_volume_transformation.set_rotation(axis, rotation); set_bounding_boxes_as_dirty(); }
Vec3d get_volume_scaling_factor() const { return m_volume_transformation.get_scaling_factor(); }
double get_volume_scaling_factor(Axis axis) const { return m_volume_transformation.get_scaling_factor(axis); }
void set_volume_scaling_factor(const Vec3d& scaling_factor) { m_volume_transformation.set_scaling_factor(scaling_factor); set_bounding_boxes_as_dirty(); }
void set_volume_scaling_factor(Axis axis, double scaling_factor) { m_volume_transformation.set_scaling_factor(axis, scaling_factor); set_bounding_boxes_as_dirty(); }
Vec3d get_volume_mirror() const { return m_volume_transformation.get_mirror(); }
double get_volume_mirror(Axis axis) const { return m_volume_transformation.get_mirror(axis); }
void set_volume_mirror(const Vec3d& mirror) { m_volume_transformation.set_mirror(mirror); set_bounding_boxes_as_dirty(); }
void set_volume_mirror(Axis axis, double mirror) { m_volume_transformation.set_mirror(axis, mirror); set_bounding_boxes_as_dirty(); }
double get_sla_shift_z() const { return m_sla_shift_z; }
void set_sla_shift_z(double z) { m_sla_shift_z = z; }
void set_convex_hull(std::shared_ptr<const TriangleMesh> convex_hull) { m_convex_hull = std::move(convex_hull); }
void set_convex_hull(const TriangleMesh &convex_hull) { m_convex_hull = std::make_shared<const TriangleMesh>(convex_hull); }
void set_convex_hull(TriangleMesh &&convex_hull) { m_convex_hull = std::make_shared<const TriangleMesh>(std::move(convex_hull)); }
void set_offset_to_assembly(const Vec3d& offset) { m_offset_to_assembly = offset; set_bounding_boxes_as_dirty(); }
Vec3d get_offset_to_assembly() { return m_offset_to_assembly; }
int object_idx() const { return this->composite_id.object_id; }
int volume_idx() const { return this->composite_id.volume_id; }
int instance_idx() const { return this->composite_id.instance_id; }
Transform3d world_matrix() const;
bool is_left_handed() const;
const BoundingBoxf3& transformed_bounding_box() const;
// non-caching variant
BoundingBoxf3 transformed_convex_hull_bounding_box(const Transform3d &trafo) const;
// caching variant
const BoundingBoxf3& transformed_convex_hull_bounding_box() const;
// non-caching variant
BoundingBoxf3 transformed_non_sinking_bounding_box(const Transform3d& trafo) const;
// caching variant
const BoundingBoxf3& transformed_non_sinking_bounding_box() const;
// convex hull
const TriangleMesh* convex_hull() const { return m_convex_hull.get(); }
bool empty() const { return this->model.is_empty(); }
void set_range(double low, double high);
virtual void render();
//BBS: add outline related logic and add virtual specifier
virtual void render_with_outline(const GUI::Size& cnv_size);
//BBS: add simple render function for thumbnail
void simple_render(GLShaderProgram* shader, ModelObjectPtrs& model_objects, std::vector<ColorRGBA>& extruder_colors, bool ban_light =false);
void set_bounding_boxes_as_dirty() {
m_transformed_bounding_box.reset();
m_transformed_convex_hull_bounding_box.reset();
m_transformed_non_sinking_bounding_box.reset();
}
bool is_sla_support() const;
bool is_sla_pad() const;
bool is_sinking() const;
bool is_below_printbed() const;
void render_sinking_contours();
// Return an estimate of the memory consumed by this class.
size_t cpu_memory_used() const {
return sizeof(*this) + this->model.cpu_memory_used() + this->print_zs.capacity() * sizeof(coordf_t) +
this->offsets.capacity() * sizeof(size_t);
}
// Return an estimate of the memory held by GPU vertex buffers.
size_t gpu_memory_used() const { return this->model.gpu_memory_used(); }
size_t total_memory_used() const { return this->cpu_memory_used() + this->gpu_memory_used(); }
};
// BBS
class GLWipeTowerVolume : public GLVolume {
public:
GLWipeTowerVolume(const std::vector<ColorRGBA>& colors);
void render() override;
void render_with_outline(const GUI::Size& cnv_size) override { render(); }
std::vector<GUI::GLModel> model_per_colors;
bool IsTransparent();
private:
std::vector<ColorRGBA> m_colors;
};
typedef std::vector<GLVolume*> GLVolumePtrs;
typedef std::pair<GLVolume*, std::pair<unsigned int, double>> GLVolumeWithIdAndZ;
typedef std::vector<GLVolumeWithIdAndZ> GLVolumeWithIdAndZList;
class GLVolumeCollection
{
public:
enum class ERenderType : unsigned char
{
Opaque,
Transparent,
All
};
struct PrintVolume
{
// see: Bed3D::EShapeType
int type{ 0 };
// data contains:
// Rectangle:
// [0] = min.x, [1] = min.y, [2] = max.x, [3] = max.y
// Circle:
// [0] = center.x, [1] = center.y, [3] = radius
std::array<float, 4> data;
// [0] = min z, [1] = max z
std::array<float, 2> zs;
};
private:
PrintVolume m_print_volume;
PrintVolume m_render_volume;
// z range for clipping in shaders
std::array<float, 2> m_z_range;
// plane coeffs for clipping in shaders
std::array<double, 4> m_clipping_plane;
// plane coeffs for render volumes with different colors in shaders
// used by cut gizmo
std::array<double, 4> m_color_clip_plane;
bool m_use_color_clip_plane{ false };
std::array<ColorRGBA, 2> m_color_clip_plane_colors{ ColorRGBA::RED(), ColorRGBA::BLUE() };
struct Slope
{
// toggle for slope rendering
bool active{ false };//local active
bool isGlobalActive{false};
float normal_z;
};
Slope m_slope;
bool m_show_sinking_contours = false;
public:
GLVolumePtrs volumes;
GLVolumeCollection() {
set_default_slope_normal_z();
//BBS init render volume
m_render_volume.type = -1;
}
~GLVolumeCollection() { clear(); }
std::vector<int> load_object(
const ModelObject *model_object,
int obj_idx,
const std::vector<int> &instance_idxs,
const std::string &color_by,
bool opengl_initialized,
bool need_raycaster = true);
int load_object_volume(
const ModelObject *model_object,
int obj_idx,
int volume_idx,
int instance_idx,
const std::string &color_by,
bool opengl_initialized,
bool in_assemble_view = false,
bool use_loaded_id = false,
bool need_raycaster = true);
// Load SLA auxiliary GLVolumes (for support trees or pad).
void load_object_auxiliary(
const SLAPrintObject *print_object,
int obj_idx,
// pairs of <instance_idx, print_instance_idx>
const std::vector<std::pair<size_t, size_t>>& instances,
SLAPrintObjectStep milestone,
// Timestamp of the last change of the milestone
size_t timestamp);
int load_wipe_tower_preview(
int obj_idx, float pos_x, float pos_y, float width, float depth, float height, float rotation_angle, bool size_unknown, float brim_width);
int load_real_wipe_tower_preview(
int obj_idx, float pos_x, float pos_y,const TriangleMesh& wt_mesh,const TriangleMesh &brim_mesh,bool render_brim, float rotation_angle, bool size_unknown, bool opengl_initialized);
GLVolume* new_toolpath_volume(const ColorRGBA& rgba);
GLVolume* new_nontoolpath_volume(const ColorRGBA& rgba);
int get_selection_support_threshold_angle(bool&) const;
// Render the volumes by OpenGL.
//BBS: add outline drawing logic
void render(ERenderType type,
bool disable_cullface,
const Transform3d & view_matrix,
const Transform3d& projection_matrix,
const GUI::Size& cnv_size,
std::function<bool(const GLVolume &)> filter_func = std::function<bool(const GLVolume &)>(),
bool partly_inside_enable =true
) const;
// Clear the geometry
void clear() { for (auto *v : volumes) delete v; volumes.clear(); }
bool empty() const { return volumes.empty(); }
void set_range(double low, double high) { for (GLVolume *vol : this->volumes) vol->set_range(low, high); }
void set_print_volume(const PrintVolume& print_volume) { m_print_volume = print_volume; }
void set_z_range(float min_z, float max_z) { m_z_range[0] = min_z; m_z_range[1] = max_z; }
void set_clipping_plane(const std::array<double, 4>& coeffs) { m_clipping_plane = coeffs; }
const std::array<float, 2>& get_z_range() const { return m_z_range; }
const std::array<double, 4>& get_clipping_plane() const { return m_clipping_plane; }
void set_use_color_clip_plane(bool use) { m_use_color_clip_plane = use; }
void set_color_clip_plane(const Vec3d& cp_normal, double offset) {
for (int i = 0; i < 3; ++i)
m_color_clip_plane[i] = -cp_normal[i];
m_color_clip_plane[3] = offset;
}
void set_color_clip_plane_colors(const std::array<ColorRGBA, 2>& colors) { m_color_clip_plane_colors = colors; }
bool is_slope_GlobalActive() const { return m_slope.isGlobalActive; }
bool is_slope_active() const { return m_slope.active; }
void set_slope_active(bool active) { m_slope.active = active; }
void set_slope_GlobalActive(bool active) { m_slope.isGlobalActive = active; }
float get_slope_normal_z() const { return m_slope.normal_z; }
void set_slope_normal_z(float normal_z) { m_slope.normal_z = normal_z; }
void set_default_slope_normal_z() { m_slope.normal_z = -::cos(Geometry::deg2rad(90.0f - 45.0f)); }
void set_show_sinking_contours(bool show) { m_show_sinking_contours = show; }
// returns true if all the volumes are completely contained in the print volume
// returns the containment state in the given out_state, if non-null
bool check_outside_state(const Slic3r::BuildVolume& build_volume, ModelInstanceEPrintVolumeState* out_state, ObjectFilamentResults* object_results) const;
void reset_outside_state();
bool check_wipe_tower_outside_state(const Slic3r::BuildVolume &build_volume, int plate_id) const;
void update_colors_by_extruder(const DynamicPrintConfig *config, bool is_update_alpha = true);
// Returns a vector containing the sorted list of all the print_zs of the volumes contained in this collection
std::vector<double> get_current_print_zs(bool active_only) const;
// Return an estimate of the memory consumed by this class.
size_t cpu_memory_used() const;
// Return an estimate of the memory held by GPU vertex buffers.
size_t gpu_memory_used() const;
size_t total_memory_used() const { return this->cpu_memory_used() + this->gpu_memory_used(); }
// Return CPU, GPU and total memory log line.
std::string log_memory_info() const;
void set_transparency(float alpha);
private:
GLVolumeCollection(const GLVolumeCollection &other);
GLVolumeCollection& operator=(const GLVolumeCollection &);
};
GLVolumeWithIdAndZList volumes_to_render(const GLVolumePtrs& volumes, GLVolumeCollection::ERenderType type, const Transform3d& view_matrix, std::function<bool(const GLVolume&)> filter_func = nullptr);
struct _3DScene
{
static void thick_lines_to_verts(const Lines& lines, const std::vector<double>& widths, const std::vector<double>& heights, bool closed, double top_z, GUI::GLModel::Geometry& geometry);
static void thick_lines_to_verts(const Lines3& lines, const std::vector<double>& widths, const std::vector<double>& heights, bool closed, GUI::GLModel::Geometry& geometry);
static void extrusionentity_to_verts(const ExtrusionPath& extrusion_path, float print_z, const Point& copy, GUI::GLModel::Geometry& geometry);
static void extrusionentity_to_verts(const ExtrusionLoop& extrusion_loop, float print_z, const Point& copy, GUI::GLModel::Geometry& geometry);
static void extrusionentity_to_verts(const ExtrusionMultiPath& extrusion_multi_path, float print_z, const Point& copy, GUI::GLModel::Geometry& geometry);
static void extrusionentity_to_verts(const ExtrusionEntityCollection& extrusion_entity_collection, float print_z, const Point& copy, GUI::GLModel::Geometry& geometry);
static void extrusionentity_to_verts(const ExtrusionEntity* extrusion_entity, float print_z, const Point& copy, GUI::GLModel::Geometry& geometry);
};
}
#endif