mirror of https://github.com/vitalif/Slic3r
Initial work for porting Model to XS
parent
f308a46cd5
commit
6010428044
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@ -20,18 +20,6 @@ sub read_from_file {
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return $model;
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}
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sub merge {
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my $class = shift;
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my @models = @_;
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my $new_model = ref($class)
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? $class
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: $class->new;
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$new_model->add_object($_) for map @{$_->objects}, @models;
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return $new_model;
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}
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sub add_object {
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my $self = shift;
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@ -0,0 +1,84 @@
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#include "Model.hpp"
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namespace Slic3r {
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Model::~Model()
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{
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for (t_model_materials::iterator it = this->materials.begin(); it != this->materials.end(); ++it)
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delete it->second;
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for (t_model_objects::iterator it = this->objects.begin(); it != this->objects.end(); ++it)
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delete *it;
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}
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ModelObject*
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Model::add_object()
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{
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ModelObject* retval = new ModelObject(this);
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this->objects.push_back(retval);
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return retval;
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}
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ModelObject*
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Model::add_object(const ModelObject &object)
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{
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ModelObject* retval = new ModelObject(this, object);
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this->objects.push_back(retval);
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return retval;
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}
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void
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Model::delete_object(size_t obj_idx)
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{
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this->objects.erase(this->objects.begin() + obj_idx);
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}
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void
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Model::delete_all_objects()
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{
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this->objects.clear();
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}
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ModelMaterial*
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Model::set_material(t_model_material_id material_id, const t_model_material_attributes &attributes)
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{
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ModelMaterial* material;
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// create material if it does not exist
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t_model_materials::iterator itm = this->materials.find(material_id);
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if (itm == this->materials.end()) {
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material = new ModelMaterial(this);
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this->materials[material_id] = material;
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} else {
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material = *itm;
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}
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// apply attributes
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for (t_model_material_attributes::const_iterator it = attributes.begin(); it != attributes.end(); ++it) {
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material->attributes[it->first] = it->second;
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}
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return material;
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}
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void
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Model::duplicate_objects_grid(unsigned int x, unsigned int y, coordf_t distance)
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{
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if (this->objects.size() > 1) throw "Grid duplication is not supported with multiple objects";
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ModelObject* object = this->objects.front();
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object->instances.clear();
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BoundingBoxf3 bb;
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object->bounding_box(&bb);
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Sizef3 size = bb.size();
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for (unsigned int x_copy = 1; x_copy <= x; ++x_copy) {
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for (unsigned int y_copy = 1; y_copy <= y; ++y_copy) {
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ModelInstance* instance = object->add_instance();
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instance->offset.x = (size.x + distance) * (x_copy-1);
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instance->offset.y = (size.y + distance) * (y_copy-1);
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}
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}
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}
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}
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@ -24,22 +24,26 @@ typedef std::map<t_model_material_attribute,std::string> t_model_material_attrib
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class Model
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{
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public:
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std::map<t_model_material_id,ModelMaterial*> materials;
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std::vector<ModelObject*> objects;
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typedef std::map<t_model_material_id,ModelMaterial*> t_model_materials;
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typedef std::vector<ModelObject*> t_model_objects;
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Model();
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public:
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t_model_materials materials;
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t_model_objects objects;
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Model() {};
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~Model();
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ModelObject* add_object();
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ModelObject* add_object(const ModelObject &object);
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void delete_object(size_t obj_idx);
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void delete_all_objects();
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void set_material(t_model_material_id material_id, const t_model_material_attributes &attributes);
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void duplicate_objects_grid(coordf_t x, coordf_t y, coordf_t distance);
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void duplicate_objects(size_t copies_num, coordf_t distance, const BoundingBox &bb);
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void arrange_objects(coordf_t distance, const BoundingBox &bb);
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void duplicate(size_t copies_num, coordf_t distance, const BoundingBox &bb);
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ModelMaterial* set_material(t_model_material_id material_id, const t_model_material_attributes &attributes);
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void duplicate_objects_grid(unsigned int x, unsigned int y, coordf_t distance);
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void duplicate_objects(size_t copies_num, coordf_t distance, const BoundingBoxf &bb);
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void arrange_objects(coordf_t distance, const BoundingBoxf &bb);
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void duplicate(size_t copies_num, coordf_t distance, const BoundingBoxf &bb);
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bool has_objects_with_no_instances() const;
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void bounding_box(BoundingBox* bb) const;
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void bounding_box(BoundingBoxf3* bb) const;
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void align_to_origin();
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void center_instances_around_point(const Pointf &point);
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void translate(coordf_t x, coordf_t y, coordf_t z);
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@ -48,35 +52,44 @@ class Model
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std::string get_material_name(t_model_material_id material_id);
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private:
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void _arrange(const std::vector<Size> &sizes, coordf_t distance, const BoundingBox &bb) const;
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void _arrange(const std::vector<Size> &sizes, coordf_t distance, const BoundingBoxf &bb, Pointfs* positions) const;
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};
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class ModelMaterial
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{
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public:
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Model* model;
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ModelMaterial(Model* _model) : model(_model) {};
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t_model_material_attributes attributes;
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DynamicConfig config;
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Model* getModel() const;
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private:
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Model* model;
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};
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class ModelObject
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{
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public:
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Model* model;
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std::string input_file;
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std::vector<ModelInstance*> instances;
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std::vector<ModelVolume*> volumes;
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DynamicConfig config;
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t_layer_height_ranges layer_height_ranges;
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Vector origin_translation; // translation vector applied by center_around_origin()
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ModelObject();
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ModelObject(Model* _model) : model(_model) {};
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ModelObject(Model* _model, const ModelObject &object);
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~ModelObject();
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ModelInstance* add_instance();
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ModelInstance* add_instance(const ModelInstance &instance);
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ModelVolume* add_volume();
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ModelVolume* add_volume(const ModelVolume &volume);
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void delete_volume(size_t volume_idx);
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void delete_last_instance();
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void raw_mesh(TriangleMesh* mesh) const;
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void mesh(TriangleMesh* mesh) const;
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void instance_bounding_box(size_t instance_idx, BoundingBox* bb) const;
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void bounding_box(BoundingBoxf3* bb);
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void instance_bounding_box(size_t instance_idx, BoundingBoxf3* bb) const;
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void center_around_origin();
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void translate(coordf_t x, coordf_t y, coordf_t z);
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size_t materials_count() const;
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@ -85,28 +98,38 @@ class ModelObject
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bool needed_repair() const;
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private:
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BoundingBox bb;
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Model* model;
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BoundingBoxf bb;
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void update_bounding_box();
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};
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class ModelVolume
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{
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public:
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ModelObject* object;
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ModelVolume(ModelObject* _object) : object(_object), modifier(false) {};
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t_model_material_id material_id;
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TriangleMesh mesh;
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bool modifier;
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ModelMaterial* assign_unique_material();
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private:
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ModelObject* object;
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};
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class ModelInstance
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{
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public:
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ModelObject* object;
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double rotation;
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double scaling_factor;
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Pointf offset;
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ModelInstance(ModelObject* _object) : object(_object), rotation(0), scaling_factor(1) {};
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void transform_mesh(TriangleMesh* mesh, bool dont_translate) const;
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void transform_polygon(Polygon* polygon) const;
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private:
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ModelObject* object;
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};
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}
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