PrusaSlicer-NonPlainar/src/slic3r/GUI/Gizmos/GLGizmoRotate.cpp

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// Include GLGizmoBase.hpp before I18N.hpp as it includes some libigl code, which overrides our localization "L" macro.
#include "GLGizmoRotate.hpp"
#include <GL/glew.h>
namespace Slic3r {
namespace GUI {
const float GLGizmoRotate::Offset = 5.0f;
const unsigned int GLGizmoRotate::CircleResolution = 64;
const unsigned int GLGizmoRotate::AngleResolution = 64;
const unsigned int GLGizmoRotate::ScaleStepsCount = 72;
const float GLGizmoRotate::ScaleStepRad = 2.0f * (float)PI / GLGizmoRotate::ScaleStepsCount;
const unsigned int GLGizmoRotate::ScaleLongEvery = 2;
const float GLGizmoRotate::ScaleLongTooth = 0.1f; // in percent of radius
const unsigned int GLGizmoRotate::SnapRegionsCount = 8;
const float GLGizmoRotate::GrabberOffset = 0.15f; // in percent of radius
GLGizmoRotate::GLGizmoRotate(GLCanvas3D& parent, GLGizmoRotate::Axis axis)
#if ENABLE_SVG_ICONS
: GLGizmoBase(parent, "", -1)
#else
: GLGizmoBase(parent, -1)
#endif // ENABLE_SVG_ICONS
, m_axis(axis)
, m_angle(0.0)
, m_quadric(nullptr)
, m_center(0.0, 0.0, 0.0)
, m_radius(0.0f)
, m_snap_coarse_in_radius(0.0f)
, m_snap_coarse_out_radius(0.0f)
, m_snap_fine_in_radius(0.0f)
, m_snap_fine_out_radius(0.0f)
{
m_quadric = ::gluNewQuadric();
if (m_quadric != nullptr)
::gluQuadricDrawStyle(m_quadric, GLU_FILL);
}
GLGizmoRotate::GLGizmoRotate(const GLGizmoRotate& other)
#if ENABLE_SVG_ICONS
: GLGizmoBase(other.m_parent, other.m_icon_filename, other.m_sprite_id)
#else
: GLGizmoBase(other.m_parent, other.m_sprite_id)
#endif // ENABLE_SVG_ICONS
, m_axis(other.m_axis)
, m_angle(other.m_angle)
, m_quadric(nullptr)
, m_center(other.m_center)
, m_radius(other.m_radius)
, m_snap_coarse_in_radius(other.m_snap_coarse_in_radius)
, m_snap_coarse_out_radius(other.m_snap_coarse_out_radius)
, m_snap_fine_in_radius(other.m_snap_fine_in_radius)
, m_snap_fine_out_radius(other.m_snap_fine_out_radius)
{
m_quadric = ::gluNewQuadric();
if (m_quadric != nullptr)
::gluQuadricDrawStyle(m_quadric, GLU_FILL);
}
GLGizmoRotate::~GLGizmoRotate()
{
if (m_quadric != nullptr)
::gluDeleteQuadric(m_quadric);
}
void GLGizmoRotate::set_angle(double angle)
{
if (std::abs(angle - 2.0 * (double)PI) < EPSILON)
angle = 0.0;
m_angle = angle;
}
bool GLGizmoRotate::on_init()
{
m_grabbers.push_back(Grabber());
return true;
}
void GLGizmoRotate::on_start_dragging(const Selection& selection)
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{
const BoundingBoxf3& box = selection.get_bounding_box();
m_center = box.center();
m_radius = Offset + box.radius();
m_snap_coarse_in_radius = m_radius / 3.0f;
m_snap_coarse_out_radius = 2.0f * m_snap_coarse_in_radius;
m_snap_fine_in_radius = m_radius;
m_snap_fine_out_radius = m_snap_fine_in_radius + m_radius * ScaleLongTooth;
}
void GLGizmoRotate::on_update(const UpdateData& data, const Selection& selection)
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{
Vec2d mouse_pos = to_2d(mouse_position_in_local_plane(data.mouse_ray, selection));
Vec2d orig_dir = Vec2d::UnitX();
Vec2d new_dir = mouse_pos.normalized();
double theta = ::acos(clamp(-1.0, 1.0, new_dir.dot(orig_dir)));
if (cross2(orig_dir, new_dir) < 0.0)
theta = 2.0 * (double)PI - theta;
double len = mouse_pos.norm();
// snap to coarse snap region
if ((m_snap_coarse_in_radius <= len) && (len <= m_snap_coarse_out_radius))
{
double step = 2.0 * (double)PI / (double)SnapRegionsCount;
theta = step * (double)std::round(theta / step);
}
else
{
// snap to fine snap region (scale)
if ((m_snap_fine_in_radius <= len) && (len <= m_snap_fine_out_radius))
{
double step = 2.0 * (double)PI / (double)ScaleStepsCount;
theta = step * (double)std::round(theta / step);
}
}
if (theta == 2.0 * (double)PI)
theta = 0.0;
m_angle = theta;
}
void GLGizmoRotate::on_render(const Selection& selection) const
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{
if (!m_grabbers[0].enabled)
return;
const BoundingBoxf3& box = selection.get_bounding_box();
std::string axis;
switch (m_axis)
{
case X: { axis = "X"; break; }
case Y: { axis = "Y"; break; }
case Z: { axis = "Z"; break; }
}
if (!m_dragging && (m_hover_id == 0))
set_tooltip(axis);
else if (m_dragging)
set_tooltip(axis + ": " + format((float)Geometry::rad2deg(m_angle), 4) + "\u00B0");
else
{
m_center = box.center();
m_radius = Offset + box.radius();
m_snap_coarse_in_radius = m_radius / 3.0f;
m_snap_coarse_out_radius = 2.0f * m_snap_coarse_in_radius;
m_snap_fine_in_radius = m_radius;
m_snap_fine_out_radius = m_radius * (1.0f + ScaleLongTooth);
}
::glEnable(GL_DEPTH_TEST);
::glPushMatrix();
transform_to_local(selection);
::glLineWidth((m_hover_id != -1) ? 2.0f : 1.5f);
::glColor3fv((m_hover_id != -1) ? m_drag_color : m_highlight_color);
render_circle();
if (m_hover_id != -1)
{
render_scale();
render_snap_radii();
render_reference_radius();
}
::glColor3fv(m_highlight_color);
if (m_hover_id != -1)
render_angle();
render_grabber(box);
render_grabber_extension(box, false);
::glPopMatrix();
}
void GLGizmoRotate::on_render_for_picking(const Selection& selection) const
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{
::glDisable(GL_DEPTH_TEST);
::glPushMatrix();
transform_to_local(selection);
const BoundingBoxf3& box = selection.get_bounding_box();
render_grabbers_for_picking(box);
render_grabber_extension(box, true);
::glPopMatrix();
}
void GLGizmoRotate::render_circle() const
{
::glBegin(GL_LINE_LOOP);
for (unsigned int i = 0; i < ScaleStepsCount; ++i)
{
float angle = (float)i * ScaleStepRad;
float x = ::cos(angle) * m_radius;
float y = ::sin(angle) * m_radius;
float z = 0.0f;
::glVertex3f((GLfloat)x, (GLfloat)y, (GLfloat)z);
}
::glEnd();
}
void GLGizmoRotate::render_scale() const
{
float out_radius_long = m_snap_fine_out_radius;
float out_radius_short = m_radius * (1.0f + 0.5f * ScaleLongTooth);
::glBegin(GL_LINES);
for (unsigned int i = 0; i < ScaleStepsCount; ++i)
{
float angle = (float)i * ScaleStepRad;
float cosa = ::cos(angle);
float sina = ::sin(angle);
float in_x = cosa * m_radius;
float in_y = sina * m_radius;
float in_z = 0.0f;
float out_x = (i % ScaleLongEvery == 0) ? cosa * out_radius_long : cosa * out_radius_short;
float out_y = (i % ScaleLongEvery == 0) ? sina * out_radius_long : sina * out_radius_short;
float out_z = 0.0f;
::glVertex3f((GLfloat)in_x, (GLfloat)in_y, (GLfloat)in_z);
::glVertex3f((GLfloat)out_x, (GLfloat)out_y, (GLfloat)out_z);
}
::glEnd();
}
void GLGizmoRotate::render_snap_radii() const
{
float step = 2.0f * (float)PI / (float)SnapRegionsCount;
float in_radius = m_radius / 3.0f;
float out_radius = 2.0f * in_radius;
::glBegin(GL_LINES);
for (unsigned int i = 0; i < SnapRegionsCount; ++i)
{
float angle = (float)i * step;
float cosa = ::cos(angle);
float sina = ::sin(angle);
float in_x = cosa * in_radius;
float in_y = sina * in_radius;
float in_z = 0.0f;
float out_x = cosa * out_radius;
float out_y = sina * out_radius;
float out_z = 0.0f;
::glVertex3f((GLfloat)in_x, (GLfloat)in_y, (GLfloat)in_z);
::glVertex3f((GLfloat)out_x, (GLfloat)out_y, (GLfloat)out_z);
}
::glEnd();
}
void GLGizmoRotate::render_reference_radius() const
{
::glBegin(GL_LINES);
::glVertex3f(0.0f, 0.0f, 0.0f);
::glVertex3f((GLfloat)(m_radius * (1.0f + GrabberOffset)), 0.0f, 0.0f);
::glEnd();
}
void GLGizmoRotate::render_angle() const
{
float step_angle = (float)m_angle / AngleResolution;
float ex_radius = m_radius * (1.0f + GrabberOffset);
::glBegin(GL_LINE_STRIP);
for (unsigned int i = 0; i <= AngleResolution; ++i)
{
float angle = (float)i * step_angle;
float x = ::cos(angle) * ex_radius;
float y = ::sin(angle) * ex_radius;
float z = 0.0f;
::glVertex3f((GLfloat)x, (GLfloat)y, (GLfloat)z);
}
::glEnd();
}
void GLGizmoRotate::render_grabber(const BoundingBoxf3& box) const
{
double grabber_radius = (double)m_radius * (1.0 + (double)GrabberOffset);
m_grabbers[0].center = Vec3d(::cos(m_angle) * grabber_radius, ::sin(m_angle) * grabber_radius, 0.0);
m_grabbers[0].angles(2) = m_angle;
::glColor3fv((m_hover_id != -1) ? m_drag_color : m_highlight_color);
::glBegin(GL_LINES);
::glVertex3f(0.0f, 0.0f, 0.0f);
::glVertex3dv(m_grabbers[0].center.data());
::glEnd();
::memcpy((void*)m_grabbers[0].color, (const void*)m_highlight_color, 3 * sizeof(float));
render_grabbers(box);
}
void GLGizmoRotate::render_grabber_extension(const BoundingBoxf3& box, bool picking) const
{
if (m_quadric == nullptr)
return;
float mean_size = (float)((box.size()(0) + box.size()(1) + box.size()(2)) / 3.0);
double size = m_dragging ? (double)m_grabbers[0].get_dragging_half_size(mean_size) : (double)m_grabbers[0].get_half_size(mean_size);
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float color[3];
::memcpy((void*)color, (const void*)m_grabbers[0].color, 3 * sizeof(float));
if (!picking && (m_hover_id != -1))
{
color[0] = 1.0f - color[0];
color[1] = 1.0f - color[1];
color[2] = 1.0f - color[2];
}
if (!picking)
::glEnable(GL_LIGHTING);
::glColor3fv(color);
::glPushMatrix();
::glTranslated(m_grabbers[0].center(0), m_grabbers[0].center(1), m_grabbers[0].center(2));
::glRotated(Geometry::rad2deg(m_angle), 0.0, 0.0, 1.0);
::glRotated(90.0, 1.0, 0.0, 0.0);
::glTranslated(0.0, 0.0, 2.0 * size);
::gluQuadricOrientation(m_quadric, GLU_OUTSIDE);
::gluCylinder(m_quadric, 0.75 * size, 0.0, 3.0 * size, 36, 1);
::gluQuadricOrientation(m_quadric, GLU_INSIDE);
::gluDisk(m_quadric, 0.0, 0.75 * size, 36, 1);
::glPopMatrix();
::glPushMatrix();
::glTranslated(m_grabbers[0].center(0), m_grabbers[0].center(1), m_grabbers[0].center(2));
::glRotated(Geometry::rad2deg(m_angle), 0.0, 0.0, 1.0);
::glRotated(-90.0, 1.0, 0.0, 0.0);
::glTranslated(0.0, 0.0, 2.0 * size);
::gluQuadricOrientation(m_quadric, GLU_OUTSIDE);
::gluCylinder(m_quadric, 0.75 * size, 0.0, 3.0 * size, 36, 1);
::gluQuadricOrientation(m_quadric, GLU_INSIDE);
::gluDisk(m_quadric, 0.0, 0.75 * size, 36, 1);
::glPopMatrix();
if (!picking)
::glDisable(GL_LIGHTING);
}
void GLGizmoRotate::transform_to_local(const Selection& selection) const
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{
::glTranslated(m_center(0), m_center(1), m_center(2));
if (selection.is_single_volume() || selection.is_single_modifier() || selection.requires_local_axes())
{
Transform3d orient_matrix = selection.get_volume(*selection.get_volume_idxs().begin())->get_instance_transformation().get_matrix(true, false, true, true);
::glMultMatrixd(orient_matrix.data());
}
switch (m_axis)
{
case X:
{
::glRotatef(90.0f, 0.0f, 1.0f, 0.0f);
::glRotatef(-90.0f, 0.0f, 0.0f, 1.0f);
break;
}
case Y:
{
::glRotatef(-90.0f, 0.0f, 0.0f, 1.0f);
::glRotatef(-90.0f, 0.0f, 1.0f, 0.0f);
break;
}
default:
case Z:
{
// no rotation
break;
}
}
}
Vec3d GLGizmoRotate::mouse_position_in_local_plane(const Linef3& mouse_ray, const Selection& selection) const
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{
double half_pi = 0.5 * (double)PI;
Transform3d m = Transform3d::Identity();
switch (m_axis)
{
case X:
{
m.rotate(Eigen::AngleAxisd(half_pi, Vec3d::UnitZ()));
m.rotate(Eigen::AngleAxisd(-half_pi, Vec3d::UnitY()));
break;
}
case Y:
{
m.rotate(Eigen::AngleAxisd(half_pi, Vec3d::UnitY()));
m.rotate(Eigen::AngleAxisd(half_pi, Vec3d::UnitZ()));
break;
}
default:
case Z:
{
// no rotation applied
break;
}
}
if (selection.is_single_volume() || selection.is_single_modifier() || selection.requires_local_axes())
m = m * selection.get_volume(*selection.get_volume_idxs().begin())->get_instance_transformation().get_matrix(true, false, true, true).inverse();
m.translate(-m_center);
return transform(mouse_ray, m).intersect_plane(0.0);
}
#if ENABLE_SVG_ICONS
GLGizmoRotate3D::GLGizmoRotate3D(GLCanvas3D& parent, const std::string& icon_filename, unsigned int sprite_id)
: GLGizmoBase(parent, icon_filename, sprite_id)
#else
GLGizmoRotate3D::GLGizmoRotate3D(GLCanvas3D& parent, unsigned int sprite_id)
: GLGizmoBase(parent, sprite_id)
#endif // ENABLE_SVG_ICONS
{
m_gizmos.emplace_back(parent, GLGizmoRotate::X);
m_gizmos.emplace_back(parent, GLGizmoRotate::Y);
m_gizmos.emplace_back(parent, GLGizmoRotate::Z);
for (unsigned int i = 0; i < 3; ++i)
{
m_gizmos[i].set_group_id(i);
}
}
bool GLGizmoRotate3D::on_init()
{
for (GLGizmoRotate& g : m_gizmos)
{
if (!g.init())
return false;
}
for (unsigned int i = 0; i < 3; ++i)
{
m_gizmos[i].set_highlight_color(AXES_COLOR[i]);
}
m_shortcut_key = WXK_CONTROL_R;
return true;
}
std::string GLGizmoRotate3D::on_get_name() const
{
return L("Rotate [R]");
}
void GLGizmoRotate3D::on_start_dragging(const Selection& selection)
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{
if ((0 <= m_hover_id) && (m_hover_id < 3))
m_gizmos[m_hover_id].start_dragging(selection);
}
void GLGizmoRotate3D::on_stop_dragging()
{
if ((0 <= m_hover_id) && (m_hover_id < 3))
m_gizmos[m_hover_id].stop_dragging();
}
void GLGizmoRotate3D::on_render(const Selection& selection) const
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{
::glClear(GL_DEPTH_BUFFER_BIT);
if ((m_hover_id == -1) || (m_hover_id == 0))
m_gizmos[X].render(selection);
if ((m_hover_id == -1) || (m_hover_id == 1))
m_gizmos[Y].render(selection);
if ((m_hover_id == -1) || (m_hover_id == 2))
m_gizmos[Z].render(selection);
}
void GLGizmoRotate3D::on_render_input_window(float x, float y, float bottom_limit, const Selection& selection)
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{
#if !DISABLE_MOVE_ROTATE_SCALE_GIZMOS_IMGUI
Vec3d rotation(Geometry::rad2deg(m_gizmos[0].get_angle()), Geometry::rad2deg(m_gizmos[1].get_angle()), Geometry::rad2deg(m_gizmos[2].get_angle()));
wxString label = _(L("Rotation (deg)"));
m_imgui->set_next_window_pos(x, y, ImGuiCond_Always);
m_imgui->set_next_window_bg_alpha(0.5f);
m_imgui->begin(label, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse);
m_imgui->input_vec3("", rotation, 100.0f, "%.2f");
m_imgui->end();
#endif // !DISABLE_MOVE_ROTATE_SCALE_GIZMOS_IMGUI
}
} // namespace GUI
} // namespace Slic3r