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OrcaSlicer/src/libslic3r/ExtrusionSimulator.hpp
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HanifKoh 4895bc03b4 Remove Unused Project Includes and Forward-Declare Where a Type Is Only Referenced (#16099)
* Remove Unused Project Includes and Forward-Declare Where a Type Is Only Referenced

Generated with include-what-you-use and applied conservatively. Only OrcaSlicer's own headers, the ones under src/ and tests/, are removed or forward-declared; standard-library and third-party includes are left alone. An include is removed only when both the Release and the Debug configuration leave it unused, never from inside a conditional block, and never from a file with platform-specific blocks, which only gain includes. Files whose only use of a header sits behind a feature or debug macro (libvgcode's OpenGL ES and marker code, the ARACHNE/TESTS_EXPORT_SVGS debug output) keep their includes.

clonable_ptr.hpp gains #pragma once; it had no include guard and was only safe while Config.hpp was its sole includer.

* Remove Unused Project Includes From Files With Platform-Specific Code

A Linux include-what-you-use run cannot see the code inside _WIN32, __APPLE__ or __linux__ blocks, so its verdict is only taken where nothing the removed header declares, directly or through what it includes, is named inside those blocks. Removals also have to hold in both the Release and Debug configuration and never touch a line inside a conditional block.

* Restore the libslic3r Precompiled Header and Direct Includes Lost in the Platform Pass

The platform-file pass treated pchheader.hpp as an ordinary header and
emptied it, and left GUI_Preview.hpp and 14 other files relying on
headers they no longer reached directly.

* Restore MainFrame.hpp in ParamsDialog.cpp for the Windows-Only Reparent Call

* Include Headers That Files Reached Through Ones the Cleanup Removed

* Drop Includes Duplicated by the Cleanup or by Main's Own Additions

* Leave PreciseSeam.cpp as Main Has It After the Precise Seam Rework
2026-10-05 16:47:17 +08:00

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2.0 KiB
C++

#ifndef slic3r_ExtrusionSimulator_hpp_
#define slic3r_ExtrusionSimulator_hpp_
#include "Point.hpp"
#include "ExtrusionEntity.hpp"
#include "BoundingBox.hpp"
namespace Slic3r {
enum ExtrusionSimulationType
{
ExtrusionSimulationSimple,
ExtrusionSimulationDontSpread,
ExtrisopmSimulationSpreadNotOverfilled,
ExtrusionSimulationSpreadFull,
ExtrusionSimulationSpreadExcess
};
// An opaque class, to keep the boost stuff away from the header.
class ExtrusionSimulatorImpl;
class ExtrusionSimulator
{
public:
ExtrusionSimulator();
~ExtrusionSimulator();
// Size of the image, that will be returned by image_ptr().
// The image may be bigger than the viewport as many graphics drivers
// expect the size of a texture to be rounded to a power of two.
void set_image_size(const Point &image_size);
// Which part of the image shall be rendered to?
void set_viewport(const BoundingBox &viewport);
// Shift and scale of the rendered extrusion paths into the viewport.
void set_bounding_box(const BoundingBox &bbox);
// Reset the extrusion accumulator to zero for all buckets.
void reset_accumulator();
// Paint a thick path into an extrusion buffer.
// A simple implementation is provided now, splatting a rectangular extrusion for each linear segment.
// In the future, spreading and suqashing of a material will be simulated.
void extrude_to_accumulator(const ExtrusionPath &path, const Point &shift, ExtrusionSimulationType simulationType);
// Evaluate the content of the accumulator and paint it into the viewport.
// After this call the image_ptr() call will return a valid image.
void evaluate_accumulator(ExtrusionSimulationType simulationType);
// An RGBA image of image_size, to be loaded into a GPU texture.
const void* image_ptr() const;
private:
Point image_size;
BoundingBox viewport;
BoundingBox bbox;
ExtrusionSimulatorImpl *pimpl;
};
}
#endif /* slic3r_ExtrusionSimulator_hpp_ */