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

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#ifndef slic3r_Camera_hpp_
#define slic3r_Camera_hpp_
#include "libslic3r/BoundingBox.hpp"
#include "3DScene.hpp"
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#include <array>
namespace Slic3r {
namespace GUI {
struct Camera
{
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static const double DefaultDistance;
static const double DefaultZoomToBoxMarginFactor;
static const double DefaultZoomToVolumesMarginFactor;
static double FrustrumMinZRange;
static double FrustrumMinNearZ;
static double FrustrumZMargin;
static double MaxFovDeg;
enum EType : unsigned char
{
Unknown,
Ortho,
Perspective,
Num_types
};
bool requires_zoom_to_bed;
private:
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EType m_type;
Vec3d m_target;
float m_zenit;
double m_zoom;
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// Distance between camera position and camera target measured along the camera Z axis
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mutable double m_distance;
mutable double m_gui_scale;
mutable std::array<int, 4> m_viewport;
mutable Transform3d m_view_matrix;
// We are calculating the rotation part of the m_view_matrix from m_view_rotation.
mutable Eigen::Quaterniond m_view_rotation;
mutable Transform3d m_projection_matrix;
mutable std::pair<double, double> m_frustrum_zs;
BoundingBoxf3 m_scene_box;
public:
Camera();
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EType get_type() const { return m_type; }
std::string get_type_as_string() const;
void set_type(EType type);
// valid values for type: "0" -> ortho, "1" -> perspective
void set_type(const std::string& type);
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void select_next_type();
const Vec3d& get_target() const { return m_target; }
void set_target(const Vec3d& target);
double get_distance() const { return (get_position() - m_target).norm(); }
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double get_gui_scale() const { return m_gui_scale; }
double get_zoom() const { return m_zoom; }
double get_inv_zoom() const { assert(m_zoom != 0.0); return 1.0 / m_zoom; }
void update_zoom(double delta_zoom);
void set_zoom(double zoom);
const BoundingBoxf3& get_scene_box() const { return m_scene_box; }
void set_scene_box(const BoundingBoxf3& box) { m_scene_box = box; }
void select_view(const std::string& direction);
const std::array<int, 4>& get_viewport() const { return m_viewport; }
const Transform3d& get_view_matrix() const { return m_view_matrix; }
const Transform3d& get_projection_matrix() const { return m_projection_matrix; }
Vec3d get_dir_right() const { return m_view_matrix.matrix().block(0, 0, 3, 3).row(0); }
Vec3d get_dir_up() const { return m_view_matrix.matrix().block(0, 0, 3, 3).row(1); }
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Vec3d get_dir_forward() const { return -m_view_matrix.matrix().block(0, 0, 3, 3).row(2); }
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Vec3d get_position() const { return m_view_matrix.matrix().inverse().block(0, 3, 3, 1); }
double get_near_z() const { return m_frustrum_zs.first; }
double get_far_z() const { return m_frustrum_zs.second; }
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double get_fov() const;
void apply_viewport(int x, int y, unsigned int w, unsigned int h) const;
void apply_view_matrix() const;
// Calculates and applies the projection matrix tighting the frustrum z range around the given box.
// If larger z span is needed, pass the desired values of near and far z (negative values are ignored)
void apply_projection(const BoundingBoxf3& box, double near_z = -1.0, double far_z = -1.0) const;
void zoom_to_box(const BoundingBoxf3& box, double margin_factor = DefaultZoomToBoxMarginFactor);
void zoom_to_volumes(const GLVolumePtrs& volumes, double margin_factor = DefaultZoomToVolumesMarginFactor);
#if ENABLE_CAMERA_STATISTICS
void debug_render() const;
#endif // ENABLE_CAMERA_STATISTICS
// translate the camera in world space
void translate_world(const Vec3d& displacement) { this->set_target(m_target + displacement); }
// rotate the camera on a sphere having center == m_target and radius == m_distance
// using the given variations of spherical coordinates
// if apply_limits == true the camera stops rotating when its forward vector is parallel to the world Z axis
void rotate_on_sphere(double delta_azimut_rad, double delta_zenit_rad, bool apply_limits);
// rotate the camera around three axes parallel to the camera local axes and passing through m_target
void rotate_local_around_target(const Vec3d& rotation_rad);
// returns true if the camera z axis (forward) is pointing in the negative direction of the world z axis
bool is_looking_downward() const { return get_dir_forward().dot(Vec3d::UnitZ()) < 0.0; }
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// forces camera right vector to be parallel to XY plane
void recover_from_free_camera()
{
if (std::abs(get_dir_right()(2)) > EPSILON)
look_at(get_position(), m_target, Vec3d::UnitZ());
}
void look_at(const Vec3d& position, const Vec3d& target, const Vec3d& up);
double max_zoom() const { return 100.0; }
double min_zoom() const;
private:
// returns tight values for nearZ and farZ plane around the given bounding box
// the camera MUST be outside of the bounding box in eye coordinate of the given box
std::pair<double, double> calc_tight_frustrum_zs_around(const BoundingBoxf3& box) const;
double calc_zoom_to_bounding_box_factor(const BoundingBoxf3& box, double margin_factor = DefaultZoomToBoxMarginFactor) const;
double calc_zoom_to_volumes_factor(const GLVolumePtrs& volumes, Vec3d& center, double margin_factor = DefaultZoomToVolumesMarginFactor) const;
void set_distance(double distance) const;
void set_default_orientation();
Vec3d validate_target(const Vec3d& target) const;
void update_zenit();
};
} // GUI
} // Slic3r
#endif // slic3r_Camera_hpp_