Files
OrcaSlicer/xs/src/slic3r/GUI/3DScene.hpp
Lukas Matena d5f042b4b8 Wipe tower postprocessing, wipe tower block on 3D plate improved.
- it renders red with one egde as indeterminate, the front edge is where the wipe tower will start
- changing width changes depth of the block (as requested)
- the block shows the brim of the wipe tower
- after slicing, the block is rendered in usual dark green and takes the exact shape of the tower (also with brim)
- moving or rotationg the block after slicing does not invalidate the wipe tower (and hence the exact block dimensions are preserved)
- changing anything that invalidates the wipe tower reverts the block back to the "indeterminate" shape
- the block is not shown after slicing, if the wipe tower is not actually generated (printing single color object with the wipe tower enabled)

This required changes in the wipe tower generator, which now generates the tower
at origin with no rotation. Resulting gcode is postprocessed and transformed during
gcode export. This means the wipe tower needs not be invalidated when it is moved or rotated.
2018-08-02 11:04:04 +02:00

561 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/Model.hpp"
#include "../../slic3r/GUI/GLCanvas3DManager.hpp"
class wxBitmap;
class wxWindow;
namespace Slic3r {
class Print;
class PrintObject;
class Model;
class ModelObject;
class GCodePreviewData;
class DynamicPrintConfig;
class ExtrusionPath;
class ExtrusionMultiPath;
class ExtrusionLoop;
class ExtrusionEntity;
class ExtrusionEntityCollection;
// A container for interleaved arrays of 3D vertices and normals,
// possibly indexed by triangles and / or quads.
class GLIndexedVertexArray {
public:
GLIndexedVertexArray() :
vertices_and_normals_interleaved_VBO_id(0),
triangle_indices_VBO_id(0),
quad_indices_VBO_id(0)
{ this->setup_sizes(); }
GLIndexedVertexArray(const GLIndexedVertexArray &rhs) :
vertices_and_normals_interleaved(rhs.vertices_and_normals_interleaved),
triangle_indices(rhs.triangle_indices),
quad_indices(rhs.quad_indices),
vertices_and_normals_interleaved_VBO_id(0),
triangle_indices_VBO_id(0),
quad_indices_VBO_id(0)
{ this->setup_sizes(); }
GLIndexedVertexArray(GLIndexedVertexArray &&rhs) :
vertices_and_normals_interleaved(std::move(rhs.vertices_and_normals_interleaved)),
triangle_indices(std::move(rhs.triangle_indices)),
quad_indices(std::move(rhs.quad_indices)),
vertices_and_normals_interleaved_VBO_id(0),
triangle_indices_VBO_id(0),
quad_indices_VBO_id(0)
{ this->setup_sizes(); }
GLIndexedVertexArray& operator=(const GLIndexedVertexArray &rhs)
{
assert(vertices_and_normals_interleaved_VBO_id == 0);
assert(triangle_indices_VBO_id == 0);
assert(triangle_indices_VBO_id == 0);
this->vertices_and_normals_interleaved = rhs.vertices_and_normals_interleaved;
this->triangle_indices = rhs.triangle_indices;
this->quad_indices = rhs.quad_indices;
this->setup_sizes();
return *this;
}
GLIndexedVertexArray& operator=(GLIndexedVertexArray &&rhs)
{
assert(vertices_and_normals_interleaved_VBO_id == 0);
assert(triangle_indices_VBO_id == 0);
assert(triangle_indices_VBO_id == 0);
this->vertices_and_normals_interleaved = std::move(rhs.vertices_and_normals_interleaved);
this->triangle_indices = std::move(rhs.triangle_indices);
this->quad_indices = std::move(rhs.quad_indices);
this->setup_sizes();
return *this;
}
// Vertices and their normals, interleaved to be used by void glInterleavedArrays(GL_N3F_V3F, 0, x)
std::vector<float> vertices_and_normals_interleaved;
std::vector<int> triangle_indices;
std::vector<int> quad_indices;
// When the geometry data is loaded into the graphics card as Vertex Buffer Objects,
// the above mentioned std::vectors are cleared and the following variables keep their original length.
size_t vertices_and_normals_interleaved_size;
size_t triangle_indices_size;
size_t quad_indices_size;
// IDs of the Vertex Array Objects, into which the geometry has been loaded.
// Zero if the VBOs are not used.
unsigned int vertices_and_normals_interleaved_VBO_id;
unsigned int triangle_indices_VBO_id;
unsigned int quad_indices_VBO_id;
void load_mesh_flat_shading(const TriangleMesh &mesh);
void load_mesh_full_shading(const TriangleMesh &mesh);
inline bool has_VBOs() const { return vertices_and_normals_interleaved_VBO_id != 0; }
inline void reserve(size_t sz) {
this->vertices_and_normals_interleaved.reserve(sz * 6);
this->triangle_indices.reserve(sz * 3);
this->quad_indices.reserve(sz * 4);
}
inline void push_geometry(float x, float y, float z, float nx, float ny, float nz) {
if (this->vertices_and_normals_interleaved.size() + 6 > this->vertices_and_normals_interleaved.capacity())
this->vertices_and_normals_interleaved.reserve(next_highest_power_of_2(this->vertices_and_normals_interleaved.size() + 6));
this->vertices_and_normals_interleaved.push_back(nx);
this->vertices_and_normals_interleaved.push_back(ny);
this->vertices_and_normals_interleaved.push_back(nz);
this->vertices_and_normals_interleaved.push_back(x);
this->vertices_and_normals_interleaved.push_back(y);
this->vertices_and_normals_interleaved.push_back(z);
};
inline void push_geometry(double x, double y, double z, double nx, double ny, double nz) {
push_geometry(float(x), float(y), float(z), float(nx), float(ny), float(nz));
}
inline void push_geometry(const Pointf3& p, const Vectorf3& n) {
push_geometry(p.x, p.y, p.z, n.x, n.y, n.z);
}
inline void push_triangle(int idx1, int idx2, int idx3) {
if (this->triangle_indices.size() + 3 > this->vertices_and_normals_interleaved.capacity())
this->triangle_indices.reserve(next_highest_power_of_2(this->triangle_indices.size() + 3));
this->triangle_indices.push_back(idx1);
this->triangle_indices.push_back(idx2);
this->triangle_indices.push_back(idx3);
};
inline void push_quad(int idx1, int idx2, int idx3, int idx4) {
if (this->quad_indices.size() + 4 > this->vertices_and_normals_interleaved.capacity())
this->quad_indices.reserve(next_highest_power_of_2(this->quad_indices.size() + 4));
this->quad_indices.push_back(idx1);
this->quad_indices.push_back(idx2);
this->quad_indices.push_back(idx3);
this->quad_indices.push_back(idx4);
};
// Finalize the initialization of the geometry & indices,
// upload the geometry and indices to OpenGL VBO objects
// and shrink the allocated data, possibly relasing it if it has been loaded into the VBOs.
void finalize_geometry(bool use_VBOs);
// Release the geometry data, release OpenGL VBOs.
void release_geometry();
// Render either using an immediate mode, or the VBOs.
void render() const;
void render(const std::pair<size_t, size_t> &tverts_range, const std::pair<size_t, size_t> &qverts_range) const;
// Is there any geometry data stored?
bool empty() const { return vertices_and_normals_interleaved_size == 0; }
// Is this object indexed, or is it just a set of triangles?
bool indexed() const { return ! this->empty() && this->triangle_indices_size + this->quad_indices_size > 0; }
void clear() {
this->vertices_and_normals_interleaved.clear();
this->triangle_indices.clear();
this->quad_indices.clear();
this->setup_sizes();
}
// Shrink the internal storage to tighly fit the data stored.
void shrink_to_fit() {
if (! this->has_VBOs())
this->setup_sizes();
this->vertices_and_normals_interleaved.shrink_to_fit();
this->triangle_indices.shrink_to_fit();
this->quad_indices.shrink_to_fit();
}
BoundingBoxf3 bounding_box() const {
BoundingBoxf3 bbox;
if (! this->vertices_and_normals_interleaved.empty()) {
bbox.defined = true;
bbox.min.x = bbox.max.x = this->vertices_and_normals_interleaved[3];
bbox.min.y = bbox.max.y = this->vertices_and_normals_interleaved[4];
bbox.min.z = bbox.max.z = this->vertices_and_normals_interleaved[5];
for (size_t i = 9; i < this->vertices_and_normals_interleaved.size(); i += 6) {
const float *verts = this->vertices_and_normals_interleaved.data() + i;
bbox.min.x = std::min<coordf_t>(bbox.min.x, verts[0]);
bbox.min.y = std::min<coordf_t>(bbox.min.y, verts[1]);
bbox.min.z = std::min<coordf_t>(bbox.min.z, verts[2]);
bbox.max.x = std::max<coordf_t>(bbox.max.x, verts[0]);
bbox.max.y = std::max<coordf_t>(bbox.max.y, verts[1]);
bbox.max.z = std::max<coordf_t>(bbox.max.z, verts[2]);
}
}
return bbox;
}
private:
inline void setup_sizes() {
vertices_and_normals_interleaved_size = this->vertices_and_normals_interleaved.size();
triangle_indices_size = this->triangle_indices.size();
quad_indices_size = this->quad_indices.size();
}
};
class LayersTexture
{
public:
LayersTexture() : width(0), height(0), levels(0), cells(0) {}
// Texture data
std::vector<char> data;
// Width of the texture, top level.
size_t width;
// Height of the texture, top level.
size_t height;
// For how many levels of detail is the data allocated?
size_t levels;
// Number of texture cells allocated for the height texture.
size_t cells;
};
class GLVolume {
struct LayerHeightTextureData
{
// ID of the layer height texture
unsigned int texture_id;
// ID of the shader used to render with the layer height texture
unsigned int shader_id;
// The print object to update when generating the layer height texture
PrintObject* print_object;
float z_cursor_relative;
float edit_band_width;
LayerHeightTextureData() { reset(); }
void reset()
{
texture_id = 0;
shader_id = 0;
print_object = nullptr;
z_cursor_relative = 0.0f;
edit_band_width = 0.0f;
}
bool can_use() const { return (texture_id > 0) && (shader_id > 0) && (print_object != nullptr); }
};
public:
static const float SELECTED_COLOR[4];
static const float HOVER_COLOR[4];
static const float OUTSIDE_COLOR[4];
static const float SELECTED_OUTSIDE_COLOR[4];
GLVolume(float r = 1.f, float g = 1.f, float b = 1.f, float a = 1.f);
GLVolume(const float *rgba) : GLVolume(rgba[0], rgba[1], rgba[2], rgba[3]) {}
private:
// Offset of the volume to be rendered.
Pointf3 m_origin;
// Rotation around Z axis of the volume to be rendered.
float m_angle_z;
// Scale factor of the volume to be rendered.
float m_scale_factor;
// World matrix of the volume to be rendered.
std::vector<float> m_world_mat;
// Bounding box of this volume, in unscaled coordinates.
mutable BoundingBoxf3 m_transformed_bounding_box;
// Whether or not is needed to recalculate the world matrix.
mutable bool m_dirty;
public:
// Bounding box of this volume, in unscaled coordinates.
BoundingBoxf3 bounding_box;
// Color of the triangles / quads held by this volume.
float color[4];
// Color used to render this volume.
float render_color[4];
// An ID containing the object ID, volume ID and instance ID.
int composite_id;
// An ID for group selection. It may be the same for all meshes of all object instances, or for just a single object instance.
int select_group_id;
// An ID for group dragging. It may be the same for all meshes of all object instances, or for just a single object instance.
int drag_group_id;
// An ID containing the extruder ID (used to select color).
int extruder_id;
// Is this object selected?
bool selected;
// Whether or not this volume is active for rendering
bool is_active;
// Whether or not to use this volume when applying zoom_to_volumes()
bool zoom_to_volumes;
// Wheter or not this volume is enabled for outside print volume detection.
bool outside_printer_detection_enabled;
// Wheter or not this volume is outside print volume.
bool is_outside;
// Boolean: Is mouse over this object?
bool hover;
// Wheter or not this volume has been generated from a modifier
bool is_modifier;
// Wheter or not this volume has been generated from the wipe tower
bool is_wipe_tower;
// Interleaved triangles & normals with indexed triangles & quads.
GLIndexedVertexArray indexed_vertex_array;
// Ranges of triangle and quad indices to be rendered.
std::pair<size_t, size_t> tverts_range;
std::pair<size_t, size_t> qverts_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;
void set_render_color(float r, float g, float b, float a);
void set_render_color(const float* rgba, unsigned int size);
// Sets render color in dependence of current state
void set_render_color();
const Pointf3& get_origin() const;
void set_origin(const Pointf3& origin);
void set_angle_z(float angle_z);
void set_scale_factor(float scale_factor);
int object_idx() const { return this->composite_id / 1000000; }
int volume_idx() const { return (this->composite_id / 1000) % 1000; }
int instance_idx() const { return this->composite_id % 1000; }
const std::vector<float>& world_matrix() const;
BoundingBoxf3 transformed_bounding_box() const;
bool empty() const { return this->indexed_vertex_array.empty(); }
bool indexed() const { return this->indexed_vertex_array.indexed(); }
void set_range(coordf_t low, coordf_t high);
void render() const;
void render_using_layer_height() const;
void render_VBOs(int color_id, int detection_id, int worldmatrix_id) const;
void render_legacy() const;
void finalize_geometry(bool use_VBOs) { this->indexed_vertex_array.finalize_geometry(use_VBOs); }
void release_geometry() { this->indexed_vertex_array.release_geometry(); }
/************************************************ Layer height texture ****************************************************/
std::shared_ptr<LayersTexture> layer_height_texture;
// Data to render this volume using the layer height texture
LayerHeightTextureData layer_height_texture_data;
bool has_layer_height_texture() const
{ return this->layer_height_texture.get() != nullptr; }
size_t layer_height_texture_width() const
{ return (this->layer_height_texture.get() == nullptr) ? 0 : this->layer_height_texture->width; }
size_t layer_height_texture_height() const
{ return (this->layer_height_texture.get() == nullptr) ? 0 : this->layer_height_texture->height; }
size_t layer_height_texture_cells() const
{ return (this->layer_height_texture.get() == nullptr) ? 0 : this->layer_height_texture->cells; }
void* layer_height_texture_data_ptr_level0() const {
return (layer_height_texture.get() == nullptr) ? 0 :
(void*)layer_height_texture->data.data();
}
void* layer_height_texture_data_ptr_level1() const {
return (layer_height_texture.get() == nullptr) ? 0 :
(void*)(layer_height_texture->data.data() + layer_height_texture->width * layer_height_texture->height * 4);
}
double layer_height_texture_z_to_row_id() const;
void generate_layer_height_texture(PrintObject *print_object, bool force);
void set_layer_height_texture_data(unsigned int texture_id, unsigned int shader_id, PrintObject* print_object, float z_cursor_relative, float edit_band_width)
{
layer_height_texture_data.texture_id = texture_id;
layer_height_texture_data.shader_id = shader_id;
layer_height_texture_data.print_object = print_object;
layer_height_texture_data.z_cursor_relative = z_cursor_relative;
layer_height_texture_data.edit_band_width = edit_band_width;
}
void reset_layer_height_texture_data() { layer_height_texture_data.reset(); }
};
class GLVolumeCollection
{
// min and max vertex of the print box volume
float print_box_min[3];
float print_box_max[3];
public:
std::vector<GLVolume*> volumes;
GLVolumeCollection() {};
~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,
const std::string &select_by,
const std::string &drag_by,
bool use_VBOs);
int load_wipe_tower_preview(
int obj_idx, float pos_x, float pos_y, float width, float depth, float height, float rotation_angle, bool use_VBOs, bool size_unknown, float brim_width);
// Render the volumes by OpenGL.
void render_VBOs() const;
void render_legacy() const;
// Finalize the initialization of the geometry & indices,
// upload the geometry and indices to OpenGL VBO objects
// and shrink the allocated data, possibly relasing it if it has been loaded into the VBOs.
void finalize_geometry(bool use_VBOs) { for (auto *v : volumes) v->finalize_geometry(use_VBOs); }
// Release the geometry data assigned to the volumes.
// If OpenGL VBOs were allocated, an OpenGL context has to be active to release them.
void release_geometry() { for (auto *v : volumes) v->release_geometry(); }
// 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_box(float min_x, float min_y, float min_z, float max_x, float max_y, float max_z) {
print_box_min[0] = min_x; print_box_min[1] = min_y; print_box_min[2] = min_z;
print_box_max[0] = max_x; print_box_max[1] = max_y; print_box_max[2] = max_z;
}
// 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 DynamicPrintConfig* config, ModelInstance::EPrintVolumeState* out_state);
void reset_outside_state();
void update_colors_by_extruder(const DynamicPrintConfig* config);
// 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;
private:
GLVolumeCollection(const GLVolumeCollection &other);
GLVolumeCollection& operator=(const GLVolumeCollection &);
};
class _3DScene
{
static GUI::GLCanvas3DManager s_canvas_mgr;
public:
static void init_gl();
static std::string get_gl_info(bool format_as_html, bool extensions);
static bool use_VBOs();
static bool add_canvas(wxGLCanvas* canvas);
static bool remove_canvas(wxGLCanvas* canvas);
static void remove_all_canvases();
static bool init(wxGLCanvas* canvas);
static void set_as_dirty(wxGLCanvas* canvas);
static unsigned int get_volumes_count(wxGLCanvas* canvas);
static void reset_volumes(wxGLCanvas* canvas);
static void deselect_volumes(wxGLCanvas* canvas);
static void select_volume(wxGLCanvas* canvas, unsigned int id);
static void update_volumes_selection(wxGLCanvas* canvas, const std::vector<int>& selections);
static int check_volumes_outside_state(wxGLCanvas* canvas, const DynamicPrintConfig* config);
static bool move_volume_up(wxGLCanvas* canvas, unsigned int id);
static bool move_volume_down(wxGLCanvas* canvas, unsigned int id);
static void set_objects_selections(wxGLCanvas* canvas, const std::vector<int>& selections);
static void set_config(wxGLCanvas* canvas, DynamicPrintConfig* config);
static void set_print(wxGLCanvas* canvas, Print* print);
static void set_model(wxGLCanvas* canvas, Model* model);
static void set_bed_shape(wxGLCanvas* canvas, const Pointfs& shape);
static void set_auto_bed_shape(wxGLCanvas* canvas);
static BoundingBoxf3 get_volumes_bounding_box(wxGLCanvas* canvas);
static void set_axes_length(wxGLCanvas* canvas, float length);
static void set_cutting_plane(wxGLCanvas* canvas, float z, const ExPolygons& polygons);
static void set_color_by(wxGLCanvas* canvas, const std::string& value);
static void set_select_by(wxGLCanvas* canvas, const std::string& value);
static void set_drag_by(wxGLCanvas* canvas, const std::string& value);
static bool is_layers_editing_enabled(wxGLCanvas* canvas);
static bool is_layers_editing_allowed(wxGLCanvas* canvas);
static bool is_shader_enabled(wxGLCanvas* canvas);
static bool is_reload_delayed(wxGLCanvas* canvas);
static void enable_layers_editing(wxGLCanvas* canvas, bool enable);
static void enable_warning_texture(wxGLCanvas* canvas, bool enable);
static void enable_legend_texture(wxGLCanvas* canvas, bool enable);
static void enable_picking(wxGLCanvas* canvas, bool enable);
static void enable_moving(wxGLCanvas* canvas, bool enable);
static void enable_gizmos(wxGLCanvas* canvas, bool enable);
static void enable_shader(wxGLCanvas* canvas, bool enable);
static void enable_force_zoom_to_bed(wxGLCanvas* canvas, bool enable);
static void allow_multisample(wxGLCanvas* canvas, bool allow);
static void zoom_to_bed(wxGLCanvas* canvas);
static void zoom_to_volumes(wxGLCanvas* canvas);
static void select_view(wxGLCanvas* canvas, const std::string& direction);
static void set_viewport_from_scene(wxGLCanvas* canvas, wxGLCanvas* other);
static void update_volumes_colors_by_extruder(wxGLCanvas* canvas);
static void update_gizmos_data(wxGLCanvas* canvas);
static void render(wxGLCanvas* canvas);
static std::vector<double> get_current_print_zs(wxGLCanvas* canvas, bool active_only);
static void set_toolpaths_range(wxGLCanvas* canvas, double low, double high);
static void register_on_viewport_changed_callback(wxGLCanvas* canvas, void* callback);
static void register_on_double_click_callback(wxGLCanvas* canvas, void* callback);
static void register_on_right_click_callback(wxGLCanvas* canvas, void* callback);
static void register_on_select_object_callback(wxGLCanvas* canvas, void* callback);
static void register_on_model_update_callback(wxGLCanvas* canvas, void* callback);
static void register_on_remove_object_callback(wxGLCanvas* canvas, void* callback);
static void register_on_arrange_callback(wxGLCanvas* canvas, void* callback);
static void register_on_rotate_object_left_callback(wxGLCanvas* canvas, void* callback);
static void register_on_rotate_object_right_callback(wxGLCanvas* canvas, void* callback);
static void register_on_scale_object_uniformly_callback(wxGLCanvas* canvas, void* callback);
static void register_on_increase_objects_callback(wxGLCanvas* canvas, void* callback);
static void register_on_decrease_objects_callback(wxGLCanvas* canvas, void* callback);
static void register_on_instance_moved_callback(wxGLCanvas* canvas, void* callback);
static void register_on_wipe_tower_moved_callback(wxGLCanvas* canvas, void* callback);
static void register_on_enable_action_buttons_callback(wxGLCanvas* canvas, void* callback);
static void register_on_gizmo_scale_uniformly_callback(wxGLCanvas* canvas, void* callback);
static void register_on_gizmo_rotate_callback(wxGLCanvas* canvas, void* callback);
static void register_on_update_geometry_info_callback(wxGLCanvas* canvas, void* callback);
static std::vector<int> load_object(wxGLCanvas* canvas, const ModelObject* model_object, int obj_idx, std::vector<int> instance_idxs);
static std::vector<int> load_object(wxGLCanvas* canvas, const Model* model, int obj_idx);
static void reload_scene(wxGLCanvas* canvas, bool force);
static void load_print_toolpaths(wxGLCanvas* canvas);
static void load_print_object_toolpaths(wxGLCanvas* canvas, const PrintObject* print_object, const std::vector<std::string>& str_tool_colors);
static void load_wipe_tower_toolpaths(wxGLCanvas* canvas, const std::vector<std::string>& str_tool_colors);
static void load_gcode_preview(wxGLCanvas* canvas, const GCodePreviewData* preview_data, const std::vector<std::string>& str_tool_colors);
static void reset_legend_texture();
static void thick_lines_to_verts(const Lines& lines, const std::vector<double>& widths, const std::vector<double>& heights, bool closed, double top_z, GLVolume& volume);
static void thick_lines_to_verts(const Lines3& lines, const std::vector<double>& widths, const std::vector<double>& heights, bool closed, GLVolume& volume);
static void extrusionentity_to_verts(const ExtrusionPath& extrusion_path, float print_z, GLVolume& volume);
static void extrusionentity_to_verts(const ExtrusionPath& extrusion_path, float print_z, const Point& copy, GLVolume& volume);
static void extrusionentity_to_verts(const ExtrusionLoop& extrusion_loop, float print_z, const Point& copy, GLVolume& volume);
static void extrusionentity_to_verts(const ExtrusionMultiPath& extrusion_multi_path, float print_z, const Point& copy, GLVolume& volume);
static void extrusionentity_to_verts(const ExtrusionEntityCollection& extrusion_entity_collection, float print_z, const Point& copy, GLVolume& volume);
static void extrusionentity_to_verts(const ExtrusionEntity* extrusion_entity, float print_z, const Point& copy, GLVolume& volume);
static void polyline3_to_verts(const Polyline3& polyline, double width, double height, GLVolume& volume);
static void point3_to_verts(const Point3& point, double width, double height, GLVolume& volume);
};
}
#endif