2019-03-06 14:46:19 +00:00
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#ifndef slic3r_Camera_hpp_
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#define slic3r_Camera_hpp_
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#include "libslic3r/BoundingBox.hpp"
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2019-04-01 08:28:04 +00:00
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#include <array>
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2019-03-06 14:46:19 +00:00
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namespace Slic3r {
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namespace GUI {
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struct Camera
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{
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enum EType : unsigned char
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{
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Unknown,
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// Perspective,
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Ortho,
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Num_types
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};
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EType type;
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float zoom;
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float phi;
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// float distance;
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bool requires_zoom_to_bed;
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2019-04-30 13:09:25 +00:00
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bool inverted_phi;
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2019-03-06 14:46:19 +00:00
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private:
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Vec3d m_target;
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float m_theta;
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2019-04-01 08:00:10 +00:00
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mutable std::array<int, 4> m_viewport;
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mutable Transform3d m_view_matrix;
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mutable Transform3d m_projection_matrix;
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2019-03-06 14:46:19 +00:00
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BoundingBoxf3 m_scene_box;
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public:
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Camera();
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std::string get_type_as_string() const;
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const Vec3d& get_target() const { return m_target; }
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void set_target(const Vec3d& target);
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float get_theta() const { return m_theta; }
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void set_theta(float theta, bool apply_limit);
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const BoundingBoxf3& get_scene_box() const { return m_scene_box; }
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void set_scene_box(const BoundingBoxf3& box);
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2019-04-01 08:00:10 +00:00
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bool select_view(const std::string& direction);
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const std::array<int, 4>& get_viewport() const { return m_viewport; }
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const Transform3d& get_view_matrix() const { return m_view_matrix; }
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const Transform3d& get_projection_matrix() const { return m_projection_matrix; }
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Vec3d get_dir_right() const { return m_view_matrix.matrix().block(0, 0, 3, 3).row(0); }
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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().block(0, 0, 3, 3).row(3); }
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void apply_viewport(int x, int y, unsigned int w, unsigned int h) const;
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void apply_view_matrix() const;
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void apply_ortho_projection(float x_min, float x_max, float y_min, float y_max, float z_min, float z_max) const;
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2019-03-06 14:46:19 +00:00
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};
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} // GUI
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} // Slic3r
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#endif // slic3r_Camera_hpp_
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