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OrcaSlicer/src/slic3r/GUI/SceneRaycaster.hpp
T
HanifKoh 1a5f91d727 Add Missing Includes Across src/slic3r/GUI (#16048)
* Add Missing Includes Across src/slic3r/GUI

Every GUI source and header now directly includes the headers declaring what it uses, rather than relying on the precompiled header or transitive includes. Generated with clang-tidy misc-include-cleaner, plus one hand edit making CalibrationPanel.hpp self-contained.

* Drop the OS-Specific Includes Added Outside Their Platform Guards

GLib, GTK, D-Bus and POSIX headers are only used inside platform #if blocks, which already include them. Added unconditionally at the top of the file they broke the Windows build.

* Add the clang-tidy Configuration That Generated These Includes

Only misc-include-cleaner's missing-include check, with the headers it must never suggest: per-platform, internal and OS-specific ones that would break other platforms or are not meant to be included directly.

* Match Windows Paths in the clang-tidy Ignore List

Header paths use backslashes on Windows, so every / in a pattern is now [/\\]. The Windows SDK headers are ignored alongside the other OS-specific ones, and the list is one pattern per line. Suggested by @raistlin7447 from a Windows clang-cl run.
2026-10-02 14:56:56 +08:00

139 lines
4.3 KiB
C++

#ifndef slic3r_SceneRaycaster_hpp_
#define slic3r_SceneRaycaster_hpp_
#include "MeshUtils.hpp"
#include "GLModel.hpp"
#include "libslic3r/Point.hpp"
#include <memory>
#include "libslic3r/Technologies.hpp"
#include <vector>
#include <string>
#include <optional>
namespace Slic3r {
namespace GUI {
struct Camera;
class SceneRaycasterItem
{
int m_id{ -1 };
bool m_active{ true };
bool m_use_back_faces{ false };
const MeshRaycaster* m_raycaster;
Transform3d m_trafo;
public:
SceneRaycasterItem(int id, const MeshRaycaster& raycaster)
: m_id(id), m_raycaster(&raycaster), m_trafo(Transform3d::Identity()), m_use_back_faces(false)
{}
SceneRaycasterItem(int id, const MeshRaycaster& raycaster, const Transform3d& trafo, bool use_back_faces = false)
: m_id(id), m_raycaster(&raycaster), m_trafo(trafo), m_use_back_faces(use_back_faces)
{}
int get_id() const { return m_id; }
bool is_active() const { return m_active; }
void set_active(bool active) { m_active = active; }
bool use_back_faces() const { return m_use_back_faces; }
const MeshRaycaster* get_raycaster() const { return m_raycaster; }
const Transform3d& get_transform() const { return m_trafo; }
void set_transform(const Transform3d& trafo) { m_trafo = trafo; }
};
class SceneRaycaster
{
public:
enum class EType
{
None,
Bed,
Volume,
Gizmo,
FallbackGizmo // Is used for gizmo grabbers which will be hit after all grabbers of Gizmo type
};
enum class EIdBase
{
Bed = 0,
Volume = 1000, // Must be greater than PartPlateList::MAX_PLATES_COUNT * PartPlate::GRABBER_COUNT
Gizmo = 1000000,
FallbackGizmo = 2000000
};
// Orca: Navigation needs the closest visible scene surface, without picking-specific
// gizmo and selected-volume priority.
enum class EHitMode : unsigned char
{
Picking,
SceneOnly,
VolumesOnly // Navigation when the bed is hidden.
};
struct HitResult
{
EType type{ EType::None };
int raycaster_id{ -1 };
Vec3f position{ Vec3f::Zero() };
Vec3f normal{ Vec3f::Zero() };
bool is_valid() const { return raycaster_id != -1; }
};
private:
std::vector<std::shared_ptr<SceneRaycasterItem>> m_bed;
std::vector<std::shared_ptr<SceneRaycasterItem>> m_volumes;
std::vector<std::shared_ptr<SceneRaycasterItem>> m_gizmos;
std::vector<std::shared_ptr<SceneRaycasterItem>> m_fallback_gizmos;
// When set to true, if checking gizmos returns a valid hit,
// the search is not performed on other types
bool m_gizmos_on_top{ false };
#if ENABLE_RAYCAST_PICKING_DEBUG
GLModel m_sphere;
GLModel m_line;
std::optional<HitResult> m_last_hit;
#endif // ENABLE_RAYCAST_PICKING_DEBUG
public:
SceneRaycaster();
std::shared_ptr<SceneRaycasterItem> add_raycaster(EType type, int picking_id, const MeshRaycaster& raycaster,
const Transform3d& trafo, bool use_back_faces = false);
void remove_raycasters(EType type, int id);
void remove_raycasters(EType type);
void remove_raycaster(std::shared_ptr<SceneRaycasterItem> item);
std::vector<std::shared_ptr<SceneRaycasterItem>>* get_raycasters(EType type);
const std::vector<std::shared_ptr<SceneRaycasterItem>>* get_raycasters(EType type) const;
void set_gizmos_on_top(bool value) { m_gizmos_on_top = value; }
HitResult hit(const Vec2d& mouse_pos, const Camera& camera, const ClippingPlane* clipping_plane = nullptr,
EHitMode mode = EHitMode::Picking) const;
#if ENABLE_RAYCAST_PICKING_DEBUG
void render_hit(const Camera& camera);
size_t beds_count() const { return m_bed.size(); }
size_t volumes_count() const { return m_volumes.size(); }
size_t gizmos_count() const { return m_gizmos.size(); }
size_t fallback_gizmos_count() const { return m_fallback_gizmos.size(); }
size_t active_beds_count() const;
size_t active_volumes_count() const;
size_t active_gizmos_count() const;
size_t active_fallback_gizmos_count() const;
#endif // ENABLE_RAYCAST_PICKING_DEBUG
static int decode_id(EType type, int id);
private:
static int encode_id(EType type, int id);
static int base_id(EType type);
};
} // namespace GUI
} // namespace Slic3r
#endif // slic3r_SceneRaycaster_hpp_