New Cam simulator based on low level OpenGL functions (faster and more precise) (#13884)
* Initial opengl test window * added core files * some fixes for code comparability with other platforms * more compatibility cleanup * add missing opengl libraries * Basic simulation window works! * try using different define * fix wrapper for better compatibility * Gui is now operational * Finally SIM works on actual freecad models * support drill commands * cleanup python script and add tool profile generation * Now using actual tools specified in the operation. * support mouse wheel and freecad-style 3d navigation * Support accuracy gauge * remove endsimulation reference * show simulation speed indicator * apply clang-format * apply changes suggested by code review * gui items are loaded via QT resource system instead of hard coded * use vector instead of pointer to pass tool profile points * Fix some more formatting errors.
This commit is contained in:
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src/Mod/CAM/PathSimulator/AppGL/MillSimulation.h
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src/Mod/CAM/PathSimulator/AppGL/MillSimulation.h
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/***************************************************************************
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* Copyright (c) 2024 Shai Seger <shaise at gmail> *
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* *
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* This file is part of the FreeCAD CAx development system. *
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* *
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* This library is free software; you can redistribute it and/or *
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* modify it under the terms of the GNU Library General Public *
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* License as published by the Free Software Foundation; either *
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* version 2 of the License, or (at your option) any later version. *
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* *
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* This library is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Library General Public License for more details. *
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* *
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* You should have received a copy of the GNU Library General Public *
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* License along with this library; see the file COPYING.LIB. If not, *
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* write to the Free Software Foundation, Inc., 59 Temple Place, *
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* Suite 330, Boston, MA 02111-1307, USA *
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* *
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***************************************************************************/
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#ifndef __millsimulation__h__
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#define __millsimulation__h__
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#include "MillMotion.h"
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#include "GCodeParser.h"
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#include "Shader.h"
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#include "linmath.h"
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#include "GlUtils.h"
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#include "StockObject.h"
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#include "MillPathSegment.h"
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#include "GuiDisplay.h"
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#include <sstream>
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#include <vector>
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namespace MillSim
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{
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class MillSimulation
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{
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public:
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MillSimulation();
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void ClearMillPathSegments();
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void Clear();
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void SimNext();
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void InitSimulation(float quality);
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void AddTool(EndMill* tool);
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void AddTool(const std::vector<float>& toolProfile, int toolid, float diameter);
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bool ToolExists(int toolid)
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{
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return GetTool(toolid) != nullptr;
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}
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void Render();
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void ProcessSim(unsigned int time_ms);
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void HandleKeyPress(int key);
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void UpdateEyeFactor(float factor);
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void TiltEye(float tiltStep);
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void RotateEye(float rotStep);
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void MoveEye(float x, float y);
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void UpdateProjection();
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bool LoadGCodeFile(const char* fileName);
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bool AddGcodeLine(const char* line);
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void SetSimulationStage(float stage);
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void SetBoxStock(float x, float y, float z, float l, float w, float h);
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void MouseDrag(int buttons, int dx, int dy);
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void MouseMove(int px, int py);
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void MouseScroll(float dy);
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void MouseHover(int px, int py);
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void MousePress(int button, bool isPressed, int px, int py);
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protected:
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void InitDisplay(float quality);
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void GlsimStart();
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void GlsimToolStep1(void);
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void GlsimToolStep2(void);
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void GlsimClipBack(void);
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void GlsimRenderStock(void);
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void GlsimRenderTools(void);
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void GlsimEnd(void);
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void renderSegmentForward(int iSeg);
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void renderSegmentReversed(int iSeg);
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void CalcSegmentPositions();
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EndMill* GetTool(int tool);
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void RemoveTool(int toolId);
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protected:
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std::vector<EndMill*> mToolTable;
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Shader shader3D, shaderInv3D, shaderFlat;
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GCodeParser mCodeParser;
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GuiDisplay guiDisplay;
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std::vector<MillPathSegment*> MillPathSegments;
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std::ostringstream mFpsStream;
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MillMotion mZeroPos = {eNop, -1, 0, 0, 100, 0, 0, 0};
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MillMotion mCurMotion = {eNop, -1, 0, 0, 0, 0, 0, 0};
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MillMotion mDestMotion = {eNop, -1, 0, 0, 0, 0, 0, 0};
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StockObject mStockObject;
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StockObject mlightObject;
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vec3 lightColor = {0.8f, 0.9f, 1.0f};
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vec3 lightPos = {20.0f, 20.0f, 10.0f};
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vec3 ambientCol = {0.3f, 0.3f, 0.5f};
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vec3 eye = {0, 100, 40};
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vec3 target = {0, 0, -10};
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vec3 upvec = {0, 0, 1};
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vec3 stockColor = {0.7f, 0.7f, 0.7f};
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vec3 cutColor = {0.4f, 0.7f, 0.4f};
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vec3 toolColor = {0.4f, 0.4f, 0.7f};
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float mEyeDistance = 30;
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float mEyeRoration = 0;
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float mEyeInclination = PI / 6; // 30 degree
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float mEyeStep = PI / 36; // 5 degree
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float mMaxStockDim = 100;
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float mMaxFar = 100;
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float mEyeDistFactor = 0.4f;
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float mEyeXZFactor = 0.01f;
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float mEyeXZScale = 0;
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float mEyeX = 0.0f;
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float mEyeZ = 0.0f;
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int mCurStep = 0;
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int mNTotalSteps = 0;
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int mPathStep = 0;
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int mSubStep = 0;
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int mNPathSteps = 0;
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int mDebug = 0;
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int mDebug1 = 0;
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int mDebug2 = 12;
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int mSimSpeed = 1;
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int mLastMouseX = 0, mLastMouseY = 0;
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int mMouseButtonState = 0;
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bool mIsInStock = false;
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bool mIsRotate = true;
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bool mSimPlaying = false;
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bool mSingleStep = false;
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};
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} // namespace MillSim
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#endif
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