PrusaSlicer-NonPlainar/src/slic3r/GUI/GUI_ObjectManipulation.hpp

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#ifndef slic3r_GUI_ObjectManipulation_hpp_
#define slic3r_GUI_ObjectManipulation_hpp_
#include <memory>
#include "GUI_ObjectSettings.hpp"
#include "GLCanvas3D.hpp"
namespace Slic3r {
namespace GUI {
class ObjectManipulation : public OG_Settings
{
bool m_is_percent_scale = false; // true -> percentage scale unit
// false -> uniform scale unit
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bool m_is_uniform_scale = false; // It indicates if scale is uniform
Vec3d cache_position { 0., 0., 0. };
public:
ObjectManipulation(wxWindow* parent);
~ObjectManipulation() {}
void Show(const bool show) override;
bool IsShown() override;
void UpdateAndShow(const bool show) override;
int ol_selection();
void update_settings_value(const GLCanvas3D::Selection& selection);
void reset_settings_value();
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void reset_position_value();
void reset_rotation_value();
void reset_scale_value();
void update_values();
// update position values displacements or "gizmos"
void update_position_values();
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void update_position_value(const Vec3d& position);
// update scale values after scale unit changing or "gizmos"
void update_scale_values();
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void update_scale_value(const Vec3d& scaling_factor);
// update rotation values object selection changing
void update_rotation_values();
// update rotation value after "gizmos"
void update_rotation_value(double angle, Axis axis);
void update_rotation_value(const Vec3d& rotation);
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void set_uniform_scaling(const bool uniform_scale) { m_is_uniform_scale = uniform_scale; }
// change values
void change_position_value(const Vec3d& position);
void change_rotation_value(const Vec3d& rotation);
void change_scale_value(const Vec3d& scale);
private:
void print_cashe_value(const std::string& label, const Vec3d& value);
};
}}
#endif // slic3r_GUI_ObjectManipulation_hpp_