PrusaSlicer-NonPlainar/xs/src/slic3r/GUI/GLGizmo.cpp

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#include "GLGizmo.hpp"
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#include "../../libslic3r/Utils.hpp"
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#include "../../slic3r/GUI/GLCanvas3D.hpp"
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#include <Eigen/Dense>
#include "../../libslic3r/Geometry.hpp"
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#include <GL/glew.h>
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#include <iostream>
#include <numeric>
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static const float DEFAULT_BASE_COLOR[3] = { 0.625f, 0.625f, 0.625f };
static const float DEFAULT_DRAG_COLOR[3] = { 1.0f, 1.0f, 1.0f };
static const float DEFAULT_HIGHLIGHT_COLOR[3] = { 1.0f, 0.38f, 0.0f };
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static const float AXES_COLOR[3][3] = { { 1.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 0.0f, 1.0f } };
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namespace Slic3r {
namespace GUI {
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// returns the intersection of the given ray with the plane parallel to plane XY and passing through the given center
// coordinates are local to the plane
Vec3d intersection_on_plane_xy(const Linef3& ray, const Vec3d& center)
{
Transform3d m = Transform3d::Identity();
m.translate(-center);
Vec2d mouse_pos_2d = to_2d(transform(ray, m).intersect_plane(0.0));
return Vec3d(mouse_pos_2d(0), mouse_pos_2d(1), 0.0);
}
// returns the intersection of the given ray with the plane parallel to plane XZ and passing through the given center
// coordinates are local to the plane
Vec3d intersection_on_plane_xz(const Linef3& ray, const Vec3d& center)
{
Transform3d m = Transform3d::Identity();
m.rotate(Eigen::AngleAxisd(-0.5 * (double)PI, Vec3d::UnitX()));
m.translate(-center);
Vec2d mouse_pos_2d = to_2d(transform(ray, m).intersect_plane(0.0));
return Vec3d(mouse_pos_2d(0), 0.0, mouse_pos_2d(1));
}
// returns the intersection of the given ray with the plane parallel to plane YZ and passing through the given center
// coordinates are local to the plane
Vec3d intersection_on_plane_yz(const Linef3& ray, const Vec3d& center)
{
Transform3d m = Transform3d::Identity();
m.rotate(Eigen::AngleAxisd(-0.5f * (double)PI, Vec3d::UnitY()));
m.translate(-center);
Vec2d mouse_pos_2d = to_2d(transform(ray, m).intersect_plane(0.0));
return Vec3d(0.0, mouse_pos_2d(1), -mouse_pos_2d(0));
}
// return an index:
// 0 for plane XY
// 1 for plane XZ
// 2 for plane YZ
// which indicates which plane is best suited for intersecting the given unit vector
// giving precedence to the plane with the given index
unsigned int select_best_plane(const Vec3d& unit_vector, unsigned int preferred_plane)
{
unsigned int ret = preferred_plane;
// 1st checks if the given vector is not parallel to the given preferred plane
double dot_to_normal = 0.0;
switch (ret)
{
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case 0: // plane xy
{
dot_to_normal = std::abs(unit_vector.dot(Vec3d::UnitZ()));
break;
}
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case 1: // plane xz
{
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dot_to_normal = std::abs(unit_vector.dot(-Vec3d::UnitY()));
break;
}
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case 2: // plane yz
{
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dot_to_normal = std::abs(unit_vector.dot(Vec3d::UnitX()));
break;
}
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default:
{
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break;
}
}
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// if almost parallel, select the plane whose normal direction is closest to the given vector direction,
// otherwise return the given preferred plane index
if (dot_to_normal < 0.1)
{
typedef std::map<double, unsigned int> ProjsMap;
ProjsMap projs_map;
projs_map.insert(ProjsMap::value_type(std::abs(unit_vector.dot(Vec3d::UnitZ())), 0)); // plane xy
projs_map.insert(ProjsMap::value_type(std::abs(unit_vector.dot(-Vec3d::UnitY())), 1)); // plane xz
projs_map.insert(ProjsMap::value_type(std::abs(unit_vector.dot(Vec3d::UnitX())), 2)); // plane yz
ret = projs_map.rbegin()->second;
}
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return ret;
}
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const float GLGizmoBase::Grabber::SizeFactor = 0.025f;
const float GLGizmoBase::Grabber::MinHalfSize = 1.5f;
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const float GLGizmoBase::Grabber::DraggingScaleFactor = 1.25f;
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GLGizmoBase::Grabber::Grabber()
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: center(Vec3d::Zero())
, angles(Vec3d::Zero())
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, dragging(false)
, enabled(true)
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{
color[0] = 1.0f;
color[1] = 1.0f;
color[2] = 1.0f;
}
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void GLGizmoBase::Grabber::render(bool hover, const BoundingBoxf3& box) const
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{
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float render_color[3];
if (hover)
{
render_color[0] = 1.0f - color[0];
render_color[1] = 1.0f - color[1];
render_color[2] = 1.0f - color[2];
}
else
::memcpy((void*)render_color, (const void*)color, 3 * sizeof(float));
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render(box, render_color, true);
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}
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void GLGizmoBase::Grabber::render(const BoundingBoxf3& box, const float* render_color, bool use_lighting) const
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{
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float max_size = (float)box.max_size();
float half_size = dragging ? max_size * SizeFactor * DraggingScaleFactor : max_size * SizeFactor;
half_size = std::max(half_size, MinHalfSize);
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if (use_lighting)
::glEnable(GL_LIGHTING);
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::glColor3f((GLfloat)render_color[0], (GLfloat)render_color[1], (GLfloat)render_color[2]);
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::glPushMatrix();
::glTranslatef((GLfloat)center(0), (GLfloat)center(1), (GLfloat)center(2));
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float rad_to_deg = 180.0f / (GLfloat)PI;
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::glRotatef((GLfloat)angles(0) * rad_to_deg, 1.0f, 0.0f, 0.0f);
::glRotatef((GLfloat)angles(1) * rad_to_deg, 0.0f, 1.0f, 0.0f);
::glRotatef((GLfloat)angles(2) * rad_to_deg, 0.0f, 0.0f, 1.0f);
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// face min x
::glPushMatrix();
::glTranslatef(-(GLfloat)half_size, 0.0f, 0.0f);
::glRotatef(-90.0f, 0.0f, 1.0f, 0.0f);
render_face(half_size);
::glPopMatrix();
// face max x
::glPushMatrix();
::glTranslatef((GLfloat)half_size, 0.0f, 0.0f);
::glRotatef(90.0f, 0.0f, 1.0f, 0.0f);
render_face(half_size);
::glPopMatrix();
// face min y
::glPushMatrix();
::glTranslatef(0.0f, -(GLfloat)half_size, 0.0f);
::glRotatef(90.0f, 1.0f, 0.0f, 0.0f);
render_face(half_size);
::glPopMatrix();
// face max y
::glPushMatrix();
::glTranslatef(0.0f, (GLfloat)half_size, 0.0f);
::glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
render_face(half_size);
::glPopMatrix();
// face min z
::glPushMatrix();
::glTranslatef(0.0f, 0.0f, -(GLfloat)half_size);
::glRotatef(180.0f, 1.0f, 0.0f, 0.0f);
render_face(half_size);
::glPopMatrix();
// face max z
::glPushMatrix();
::glTranslatef(0.0f, 0.0f, (GLfloat)half_size);
render_face(half_size);
::glPopMatrix();
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::glPopMatrix();
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if (use_lighting)
::glDisable(GL_LIGHTING);
}
void GLGizmoBase::Grabber::render_face(float half_size) const
{
::glBegin(GL_TRIANGLES);
::glNormal3f(0.0f, 0.0f, 1.0f);
::glVertex3f(-(GLfloat)half_size, -(GLfloat)half_size, 0.0f);
::glVertex3f((GLfloat)half_size, -(GLfloat)half_size, 0.0f);
::glVertex3f((GLfloat)half_size, (GLfloat)half_size, 0.0f);
::glVertex3f((GLfloat)half_size, (GLfloat)half_size, 0.0f);
::glVertex3f(-(GLfloat)half_size, (GLfloat)half_size, 0.0f);
::glVertex3f(-(GLfloat)half_size, -(GLfloat)half_size, 0.0f);
::glEnd();
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}
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GLGizmoBase::GLGizmoBase(GLCanvas3D& parent)
: m_parent(parent)
, m_group_id(-1)
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, m_state(Off)
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, m_hover_id(-1)
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, m_dragging(false)
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{
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::memcpy((void*)m_base_color, (const void*)DEFAULT_BASE_COLOR, 3 * sizeof(float));
::memcpy((void*)m_drag_color, (const void*)DEFAULT_DRAG_COLOR, 3 * sizeof(float));
::memcpy((void*)m_highlight_color, (const void*)DEFAULT_HIGHLIGHT_COLOR, 3 * sizeof(float));
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}
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void GLGizmoBase::set_hover_id(int id)
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{
if (m_grabbers.empty() || (id < (int)m_grabbers.size()))
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{
m_hover_id = id;
on_set_hover_id();
}
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}
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void GLGizmoBase::set_highlight_color(const float* color)
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{
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if (color != nullptr)
::memcpy((void*)m_highlight_color, (const void*)color, 3 * sizeof(float));
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}
void GLGizmoBase::enable_grabber(unsigned int id)
{
if ((0 <= id) && (id < (unsigned int)m_grabbers.size()))
m_grabbers[id].enabled = true;
on_enable_grabber(id);
}
void GLGizmoBase::disable_grabber(unsigned int id)
{
if ((0 <= id) && (id < (unsigned int)m_grabbers.size()))
m_grabbers[id].enabled = false;
on_disable_grabber(id);
}
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void GLGizmoBase::start_dragging(const BoundingBoxf3& box)
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{
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m_dragging = true;
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for (int i = 0; i < (int)m_grabbers.size(); ++i)
{
m_grabbers[i].dragging = (m_hover_id == i);
}
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on_start_dragging(box);
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}
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void GLGizmoBase::stop_dragging()
{
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m_dragging = false;
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set_tooltip("");
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for (int i = 0; i < (int)m_grabbers.size(); ++i)
{
m_grabbers[i].dragging = false;
}
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on_stop_dragging();
}
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void GLGizmoBase::update(const Linef3& mouse_ray)
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{
if (m_hover_id != -1)
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on_update(mouse_ray);
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}
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float GLGizmoBase::picking_color_component(unsigned int id) const
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{
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int color = 254 - (int)id;
if (m_group_id > -1)
color -= m_group_id;
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return (float)color / 255.0f;
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}
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void GLGizmoBase::render_grabbers(const BoundingBoxf3& box) const
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{
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for (int i = 0; i < (int)m_grabbers.size(); ++i)
{
if (m_grabbers[i].enabled)
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m_grabbers[i].render((m_hover_id == i), box);
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}
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}
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void GLGizmoBase::render_grabbers_for_picking(const BoundingBoxf3& box) const
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{
for (unsigned int i = 0; i < (unsigned int)m_grabbers.size(); ++i)
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{
if (m_grabbers[i].enabled)
{
m_grabbers[i].color[0] = 1.0f;
m_grabbers[i].color[1] = 1.0f;
m_grabbers[i].color[2] = picking_color_component(i);
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m_grabbers[i].render_for_picking(box);
}
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}
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}
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void GLGizmoBase::set_tooltip(const std::string& tooltip) const
{
m_parent.set_tooltip(tooltip);
}
std::string GLGizmoBase::format(float value, unsigned int decimals) const
{
char buf[1024];
::sprintf(buf, "%.*f", decimals, value);
return buf;
}
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const float GLGizmoRotate::Offset = 5.0f;
const unsigned int GLGizmoRotate::CircleResolution = 64;
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const unsigned int GLGizmoRotate::AngleResolution = 64;
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const unsigned int GLGizmoRotate::ScaleStepsCount = 72;
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const float GLGizmoRotate::ScaleStepRad = 2.0f * (float)PI / GLGizmoRotate::ScaleStepsCount;
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const unsigned int GLGizmoRotate::ScaleLongEvery = 2;
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const float GLGizmoRotate::ScaleLongTooth = 2.0f;
const float GLGizmoRotate::ScaleShortTooth = 1.0f;
const unsigned int GLGizmoRotate::SnapRegionsCount = 8;
const float GLGizmoRotate::GrabberOffset = 5.0f;
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GLGizmoRotate::GLGizmoRotate(GLCanvas3D& parent, GLGizmoRotate::Axis axis)
: GLGizmoBase(parent)
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, m_axis(axis)
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, m_angle(0.0)
, m_center(0.0, 0.0, 0.0)
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, m_radius(0.0f)
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{
}
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void GLGizmoRotate::set_angle(double angle)
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{
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if (std::abs(angle - 2.0 * (double)PI) < EPSILON)
angle = 0.0;
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m_angle = angle;
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}
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bool GLGizmoRotate::on_init()
{
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m_grabbers.push_back(Grabber());
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return true;
}
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void GLGizmoRotate::on_start_dragging(const BoundingBoxf3& box)
{
m_center = box.center();
m_radius = Offset + box.radius();
}
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void GLGizmoRotate::on_update(const Linef3& mouse_ray)
{
Vec2d mouse_pos = to_2d(mouse_position_in_local_plane(mouse_ray));
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Vec2d orig_dir = Vec2d::UnitX();
Vec2d new_dir = mouse_pos.normalized();
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double theta = ::acos(clamp(-1.0, 1.0, new_dir.dot(orig_dir)));
if (cross2(orig_dir, new_dir) < 0.0)
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theta = 2.0 * (double)PI - theta;
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double len = mouse_pos.norm();
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// snap to snap region
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double in_radius = (double)m_radius / 3.0;
double out_radius = 2.0 * (double)in_radius;
if ((in_radius <= len) && (len <= out_radius))
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{
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double step = 2.0 * (double)PI / (double)SnapRegionsCount;
theta = step * (double)std::round(theta / step);
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}
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else
{
// snap to scale
in_radius = (double)m_radius;
out_radius = in_radius + (double)ScaleLongTooth;
if ((in_radius <= len) && (len <= out_radius))
{
double step = 2.0 * (double)PI / (double)ScaleStepsCount;
theta = step * (double)std::round(theta / step);
}
}
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if (theta == 2.0 * (double)PI)
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theta = 0.0;
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m_angle = theta;
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}
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void GLGizmoRotate::on_render(const BoundingBoxf3& box) const
{
if (!m_grabbers[0].enabled)
return;
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if (m_dragging)
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set_tooltip(format(m_angle * 180.0f / (float)PI, 4));
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else
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{
m_center = box.center();
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m_radius = Offset + box.radius();
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}
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::glEnable(GL_DEPTH_TEST);
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::glPushMatrix();
transform_to_local();
::glLineWidth((m_hover_id != -1) ? 2.0f : 1.5f);
::glColor3fv((m_hover_id != -1) ? m_drag_color : m_highlight_color);
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render_circle();
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if (m_hover_id != -1)
{
render_scale();
render_snap_radii();
render_reference_radius();
}
::glColor3fv(m_highlight_color);
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if (m_hover_id != -1)
render_angle();
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render_grabber(box);
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::glPopMatrix();
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}
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void GLGizmoRotate::on_render_for_picking(const BoundingBoxf3& box) const
{
::glDisable(GL_DEPTH_TEST);
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::glPushMatrix();
transform_to_local();
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render_grabbers_for_picking(box);
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::glPopMatrix();
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}
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void GLGizmoRotate::render_circle() const
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{
::glBegin(GL_LINE_LOOP);
for (unsigned int i = 0; i < ScaleStepsCount; ++i)
{
float angle = (float)i * ScaleStepRad;
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float x = ::cos(angle) * m_radius;
float y = ::sin(angle) * m_radius;
float z = 0.0f;
::glVertex3f((GLfloat)x, (GLfloat)y, (GLfloat)z);
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}
::glEnd();
}
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void GLGizmoRotate::render_scale() const
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{
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float out_radius_long = m_radius + ScaleLongTooth;
float out_radius_short = m_radius + ScaleShortTooth;
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::glBegin(GL_LINES);
for (unsigned int i = 0; i < ScaleStepsCount; ++i)
{
float angle = (float)i * ScaleStepRad;
float cosa = ::cos(angle);
float sina = ::sin(angle);
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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);
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}
::glEnd();
}
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void GLGizmoRotate::render_snap_radii() const
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{
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float step = 2.0f * (float)PI / (float)SnapRegionsCount;
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float in_radius = m_radius / 3.0f;
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float out_radius = 2.0f * in_radius;
::glBegin(GL_LINES);
for (unsigned int i = 0; i < SnapRegionsCount; ++i)
{
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float angle = (float)i * step;
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float cosa = ::cos(angle);
float sina = ::sin(angle);
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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);
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}
::glEnd();
}
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void GLGizmoRotate::render_reference_radius() const
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{
::glBegin(GL_LINES);
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::glVertex3f(0.0f, 0.0f, 0.0f);
::glVertex3f((GLfloat)(m_radius + GrabberOffset), 0.0f, 0.0f);
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::glEnd();
}
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void GLGizmoRotate::render_angle() const
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{
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float step_angle = (float)m_angle / AngleResolution;
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float ex_radius = m_radius + GrabberOffset;
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::glBegin(GL_LINE_STRIP);
for (unsigned int i = 0; i <= AngleResolution; ++i)
{
float angle = (float)i * step_angle;
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float x = ::cos(angle) * ex_radius;
float y = ::sin(angle) * ex_radius;
float z = 0.0f;
::glVertex3f((GLfloat)x, (GLfloat)y, (GLfloat)z);
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}
::glEnd();
}
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void GLGizmoRotate::render_grabber(const BoundingBoxf3& box) const
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{
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double grabber_radius = (double)(m_radius + GrabberOffset);
m_grabbers[0].center = Vec3d(::cos(m_angle) * grabber_radius, ::sin(m_angle) * grabber_radius, 0.0);
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m_grabbers[0].angles(2) = m_angle;
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::glColor3fv((m_hover_id != -1) ? m_drag_color : m_highlight_color);
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::glBegin(GL_LINES);
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::glVertex3f(0.0f, 0.0f, 0.0f);
::glVertex3f((GLfloat)m_grabbers[0].center(0), (GLfloat)m_grabbers[0].center(1), (GLfloat)m_grabbers[0].center(2));
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::glEnd();
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::memcpy((void*)m_grabbers[0].color, (const void*)m_highlight_color, 3 * sizeof(float));
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render_grabbers(box);
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}
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void GLGizmoRotate::transform_to_local() const
{
::glTranslatef((GLfloat)m_center(0), (GLfloat)m_center(1), (GLfloat)m_center(2));
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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, 1.0f, 0.0f, 0.0f);
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::glRotatef(180.0f, 0.0f, 0.0f, 1.0f);
break;
}
default:
case Z:
{
// no rotation
break;
}
}
}
Vec3d GLGizmoRotate::mouse_position_in_local_plane(const Linef3& mouse_ray) const
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{
double half_pi = 0.5 * (double)PI;
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Transform3d m = Transform3d::Identity();
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switch (m_axis)
{
case X:
{
m.rotate(Eigen::AngleAxisd(-half_pi, Vec3d::UnitZ()));
m.rotate(Eigen::AngleAxisd(-half_pi, Vec3d::UnitY()));
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break;
}
case Y:
{
m.rotate(Eigen::AngleAxisd(-(double)PI, Vec3d::UnitZ()));
m.rotate(Eigen::AngleAxisd(half_pi, Vec3d::UnitX()));
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break;
}
default:
case Z:
{
// no rotation applied
break;
}
}
m.translate(-m_center);
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return transform(mouse_ray, m).intersect_plane(0.0);
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}
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GLGizmoRotate3D::GLGizmoRotate3D(GLCanvas3D& parent)
: GLGizmoBase(parent)
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{
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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);
}
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}
bool GLGizmoRotate3D::on_init()
{
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for (GLGizmoRotate& g : m_gizmos)
{
if (!g.init())
return false;
}
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for (unsigned int i = 0; i < 3; ++i)
{
m_gizmos[i].set_highlight_color(AXES_COLOR[i]);
}
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std::string path = resources_dir() + "/icons/overlay/";
std::string filename = path + "rotate_off.png";
if (!m_textures[Off].load_from_file(filename, false))
return false;
filename = path + "rotate_hover.png";
if (!m_textures[Hover].load_from_file(filename, false))
return false;
filename = path + "rotate_on.png";
if (!m_textures[On].load_from_file(filename, false))
return false;
return true;
}
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void GLGizmoRotate3D::on_start_dragging(const BoundingBoxf3& box)
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{
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if ((0 <= m_hover_id) && (m_hover_id < 3))
m_gizmos[m_hover_id].start_dragging(box);
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}
void GLGizmoRotate3D::on_stop_dragging()
{
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if ((0 <= m_hover_id) && (m_hover_id < 3))
m_gizmos[m_hover_id].stop_dragging();
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}
void GLGizmoRotate3D::on_render(const BoundingBoxf3& box) const
{
if ((m_hover_id == -1) || (m_hover_id == 0))
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m_gizmos[X].render(box);
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if ((m_hover_id == -1) || (m_hover_id == 1))
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m_gizmos[Y].render(box);
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if ((m_hover_id == -1) || (m_hover_id == 2))
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m_gizmos[Z].render(box);
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}
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const float GLGizmoScale3D::Offset = 5.0f;
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const Vec3d GLGizmoScale3D::OffsetVec = (double)GLGizmoScale3D::Offset * Vec3d::Ones();
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GLGizmoScale3D::GLGizmoScale3D(GLCanvas3D& parent)
: GLGizmoBase(parent)
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, m_scale(Vec3d::Ones())
, m_starting_scale(Vec3d::Ones())
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, m_show_starting_box(false)
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{
}
bool GLGizmoScale3D::on_init()
{
std::string path = resources_dir() + "/icons/overlay/";
std::string filename = path + "scale_off.png";
if (!m_textures[Off].load_from_file(filename, false))
return false;
filename = path + "scale_hover.png";
if (!m_textures[Hover].load_from_file(filename, false))
return false;
filename = path + "scale_on.png";
if (!m_textures[On].load_from_file(filename, false))
return false;
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for (int i = 0; i < 10; ++i)
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{
m_grabbers.push_back(Grabber());
}
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double half_pi = 0.5 * (double)PI;
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// x axis
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m_grabbers[0].angles(1) = half_pi;
m_grabbers[1].angles(1) = half_pi;
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// y axis
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m_grabbers[2].angles(0) = half_pi;
m_grabbers[3].angles(0) = half_pi;
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return true;
}
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void GLGizmoScale3D::on_start_dragging(const BoundingBoxf3& box)
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{
if (m_hover_id != -1)
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{
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m_starting_drag_position = m_grabbers[m_hover_id].center;
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m_show_starting_box = true;
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m_starting_box = BoundingBoxf3(box.min - OffsetVec, box.max + OffsetVec);
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}
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}
void GLGizmoScale3D::on_update(const Linef3& mouse_ray)
{
if ((m_hover_id == 0) || (m_hover_id == 1))
do_scale_x(mouse_ray);
else if ((m_hover_id == 2) || (m_hover_id == 3))
do_scale_y(mouse_ray);
else if ((m_hover_id == 4) || (m_hover_id == 5))
do_scale_z(mouse_ray);
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else if (m_hover_id >= 6)
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do_scale_uniform(mouse_ray);
}
#if ENABLE_GIZMOS_RESET
void GLGizmoScale3D::on_process_double_click()
{
if ((m_hover_id == 0) || (m_hover_id == 1))
m_scale(0) = 1.0;
else if ((m_hover_id == 2) || (m_hover_id == 3))
m_scale(1) = 1.0;
else if ((m_hover_id == 4) || (m_hover_id == 5))
m_scale(2) = 1.0;
else if (m_hover_id >= 6)
m_scale = Vec3d::Ones();
}
#endif // ENABLE_GIZMOS_RESET
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void GLGizmoScale3D::on_render(const BoundingBoxf3& box) const
{
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if (m_grabbers[0].dragging || m_grabbers[1].dragging)
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set_tooltip("X: " + format(100.0f * m_scale(0), 4) + "%");
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else if (m_grabbers[2].dragging || m_grabbers[3].dragging)
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set_tooltip("Y: " + format(100.0f * m_scale(1), 4) + "%");
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else if (m_grabbers[4].dragging || m_grabbers[5].dragging)
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set_tooltip("Z: " + format(100.0f * m_scale(2), 4) + "%");
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else if (m_grabbers[6].dragging || m_grabbers[7].dragging || m_grabbers[8].dragging || m_grabbers[9].dragging)
{
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std::string tooltip = "X: " + format(100.0f * m_scale(0), 4) + "%\n";
tooltip += "Y: " + format(100.0f * m_scale(1), 4) + "%\n";
tooltip += "Z: " + format(100.0f * m_scale(2), 4) + "%";
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set_tooltip(tooltip);
}
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::glEnable(GL_DEPTH_TEST);
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m_box = BoundingBoxf3(box.min - OffsetVec, box.max + OffsetVec);
const Vec3d& center = m_box.center();
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// x axis
m_grabbers[0].center = Vec3d(m_box.min(0), center(1), center(2));
m_grabbers[1].center = Vec3d(m_box.max(0), center(1), center(2));
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::memcpy((void*)m_grabbers[0].color, (const void*)&AXES_COLOR[0], 3 * sizeof(float));
::memcpy((void*)m_grabbers[1].color, (const void*)&AXES_COLOR[0], 3 * sizeof(float));
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// y axis
m_grabbers[2].center = Vec3d(center(0), m_box.min(1), center(2));
m_grabbers[3].center = Vec3d(center(0), m_box.max(1), center(2));
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::memcpy((void*)m_grabbers[2].color, (const void*)&AXES_COLOR[1], 3 * sizeof(float));
::memcpy((void*)m_grabbers[3].color, (const void*)&AXES_COLOR[1], 3 * sizeof(float));
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// z axis
m_grabbers[4].center = Vec3d(center(0), center(1), m_box.min(2));
m_grabbers[5].center = Vec3d(center(0), center(1), m_box.max(2));
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::memcpy((void*)m_grabbers[4].color, (const void*)&AXES_COLOR[2], 3 * sizeof(float));
::memcpy((void*)m_grabbers[5].color, (const void*)&AXES_COLOR[2], 3 * sizeof(float));
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// uniform
m_grabbers[6].center = Vec3d(m_box.min(0), m_box.min(1), m_box.min(2));
m_grabbers[7].center = Vec3d(m_box.max(0), m_box.min(1), m_box.min(2));
m_grabbers[8].center = Vec3d(m_box.max(0), m_box.max(1), m_box.min(2));
m_grabbers[9].center = Vec3d(m_box.min(0), m_box.max(1), m_box.min(2));
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for (int i = 6; i < 10; ++i)
{
::memcpy((void*)m_grabbers[i].color, (const void*)m_highlight_color, 3 * sizeof(float));
}
::glLineWidth((m_hover_id != -1) ? 2.0f : 1.5f);
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if (m_hover_id == -1)
{
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// draw box
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::glColor3fv(m_base_color);
render_box(m_box);
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// draw connections
if (m_grabbers[0].enabled && m_grabbers[1].enabled)
{
::glColor3fv(m_grabbers[0].color);
render_grabbers_connection(0, 1);
}
if (m_grabbers[2].enabled && m_grabbers[3].enabled)
{
::glColor3fv(m_grabbers[2].color);
render_grabbers_connection(2, 3);
}
if (m_grabbers[4].enabled && m_grabbers[5].enabled)
{
::glColor3fv(m_grabbers[4].color);
render_grabbers_connection(4, 5);
}
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// draw grabbers
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render_grabbers(m_box);
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}
else if ((m_hover_id == 0) || (m_hover_id == 1))
{
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// draw starting box
if (m_show_starting_box)
{
::glColor3fv(m_base_color);
render_box(m_starting_box);
}
// draw current box
::glColor3fv(m_drag_color);
render_box(m_box);
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// draw connection
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::glColor3fv(m_grabbers[0].color);
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render_grabbers_connection(0, 1);
// draw grabbers
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m_grabbers[0].render(true, m_box);
m_grabbers[1].render(true, m_box);
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}
else if ((m_hover_id == 2) || (m_hover_id == 3))
{
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// draw starting box
if (m_show_starting_box)
{
::glColor3fv(m_base_color);
render_box(m_starting_box);
}
// draw current box
::glColor3fv(m_drag_color);
render_box(m_box);
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// draw connection
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::glColor3fv(m_grabbers[2].color);
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render_grabbers_connection(2, 3);
// draw grabbers
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m_grabbers[2].render(true, m_box);
m_grabbers[3].render(true, m_box);
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}
else if ((m_hover_id == 4) || (m_hover_id == 5))
{
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// draw starting box
if (m_show_starting_box)
{
::glColor3fv(m_base_color);
render_box(m_starting_box);
}
// draw current box
::glColor3fv(m_drag_color);
render_box(m_box);
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// draw connection
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::glColor3fv(m_grabbers[4].color);
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render_grabbers_connection(4, 5);
// draw grabbers
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m_grabbers[4].render(true, m_box);
m_grabbers[5].render(true, m_box);
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}
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else if (m_hover_id >= 6)
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{
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// draw starting box
if (m_show_starting_box)
{
::glColor3fv(m_base_color);
render_box(m_starting_box);
}
// draw current box
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::glColor3fv(m_drag_color);
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render_box(m_box);
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// draw grabbers
for (int i = 6; i < 10; ++i)
{
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m_grabbers[i].render(true, m_box);
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}
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}
}
void GLGizmoScale3D::on_render_for_picking(const BoundingBoxf3& box) const
{
::glDisable(GL_DEPTH_TEST);
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render_grabbers_for_picking(box);
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}
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void GLGizmoScale3D::render_box(const BoundingBoxf3& box) const
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{
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// bottom face
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::glBegin(GL_LINE_LOOP);
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::glVertex3f((GLfloat)box.min(0), (GLfloat)box.min(1), (GLfloat)box.min(2));
::glVertex3f((GLfloat)box.min(0), (GLfloat)box.max(1), (GLfloat)box.min(2));
::glVertex3f((GLfloat)box.max(0), (GLfloat)box.max(1), (GLfloat)box.min(2));
::glVertex3f((GLfloat)box.max(0), (GLfloat)box.min(1), (GLfloat)box.min(2));
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::glEnd();
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// top face
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::glBegin(GL_LINE_LOOP);
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::glVertex3f((GLfloat)box.min(0), (GLfloat)box.min(1), (GLfloat)box.max(2));
::glVertex3f((GLfloat)box.min(0), (GLfloat)box.max(1), (GLfloat)box.max(2));
::glVertex3f((GLfloat)box.max(0), (GLfloat)box.max(1), (GLfloat)box.max(2));
::glVertex3f((GLfloat)box.max(0), (GLfloat)box.min(1), (GLfloat)box.max(2));
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::glEnd();
// vertical edges
::glBegin(GL_LINES);
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::glVertex3f((GLfloat)box.min(0), (GLfloat)box.min(1), (GLfloat)box.min(2)); ::glVertex3f((GLfloat)box.min(0), (GLfloat)box.min(1), (GLfloat)box.max(2));
::glVertex3f((GLfloat)box.min(0), (GLfloat)box.max(1), (GLfloat)box.min(2)); ::glVertex3f((GLfloat)box.min(0), (GLfloat)box.max(1), (GLfloat)box.max(2));
::glVertex3f((GLfloat)box.max(0), (GLfloat)box.max(1), (GLfloat)box.min(2)); ::glVertex3f((GLfloat)box.max(0), (GLfloat)box.max(1), (GLfloat)box.max(2));
::glVertex3f((GLfloat)box.max(0), (GLfloat)box.min(1), (GLfloat)box.min(2)); ::glVertex3f((GLfloat)box.max(0), (GLfloat)box.min(1), (GLfloat)box.max(2));
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::glEnd();
}
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void GLGizmoScale3D::render_grabbers_connection(unsigned int id_1, unsigned int id_2) const
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{
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unsigned int grabbers_count = (unsigned int)m_grabbers.size();
if ((id_1 < grabbers_count) && (id_2 < grabbers_count))
{
::glBegin(GL_LINES);
::glVertex3f((GLfloat)m_grabbers[id_1].center(0), (GLfloat)m_grabbers[id_1].center(1), (GLfloat)m_grabbers[id_1].center(2));
::glVertex3f((GLfloat)m_grabbers[id_2].center(0), (GLfloat)m_grabbers[id_2].center(1), (GLfloat)m_grabbers[id_2].center(2));
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::glEnd();
}
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}
void GLGizmoScale3D::do_scale_x(const Linef3& mouse_ray)
{
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double ratio = calc_ratio(1, mouse_ray, m_starting_box.center());
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if (ratio > 0.0)
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m_scale(0) = m_starting_scale(0) * ratio;
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}
void GLGizmoScale3D::do_scale_y(const Linef3& mouse_ray)
{
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double ratio = calc_ratio(2, mouse_ray, m_starting_box.center());
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if (ratio > 0.0)
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m_scale(0) = m_starting_scale(1) * ratio; // << this is temporary
// m_scale(1) = m_starting_scale(1) * ratio;
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}
void GLGizmoScale3D::do_scale_z(const Linef3& mouse_ray)
{
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double ratio = calc_ratio(1, mouse_ray, m_starting_box.center());
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if (ratio > 0.0)
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m_scale(0) = m_starting_scale(2) * ratio; // << this is temporary
// m_scale(2) = m_starting_scale(2) * ratio;
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}
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void GLGizmoScale3D::do_scale_uniform(const Linef3& mouse_ray)
{
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Vec3d center = m_starting_box.center();
center(2) = m_box.min(2);
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double ratio = calc_ratio(0, mouse_ray, center);
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if (ratio > 0.0)
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m_scale = m_starting_scale * ratio;
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}
double GLGizmoScale3D::calc_ratio(unsigned int preferred_plane_id, const Linef3& mouse_ray, const Vec3d& center) const
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{
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double ratio = 0.0;
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Vec3d starting_vec = m_starting_drag_position - center;
double len_starting_vec = starting_vec.norm();
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if (len_starting_vec == 0.0)
return ratio;
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Vec3d starting_vec_dir = starting_vec.normalized();
Vec3d mouse_dir = mouse_ray.unit_vector();
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unsigned int plane_id = select_best_plane(mouse_dir, preferred_plane_id);
// ratio is given by the projection of the calculated intersection on the starting vector divided by the starting vector length
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switch (plane_id)
{
case 0:
{
ratio = starting_vec_dir.dot(intersection_on_plane_xy(mouse_ray, center)) / len_starting_vec;
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break;
}
case 1:
{
ratio = starting_vec_dir.dot(intersection_on_plane_xz(mouse_ray, center)) / len_starting_vec;
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break;
}
case 2:
{
ratio = starting_vec_dir.dot(intersection_on_plane_yz(mouse_ray, center)) / len_starting_vec;
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break;
}
}
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return ratio;
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}
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const double GLGizmoMove3D::Offset = 10.0;
GLGizmoMove3D::GLGizmoMove3D(GLCanvas3D& parent)
: GLGizmoBase(parent)
, m_position(Vec3d::Zero())
, m_starting_drag_position(Vec3d::Zero())
, m_starting_box_center(Vec3d::Zero())
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, m_starting_box_bottom_center(Vec3d::Zero())
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{
}
bool GLGizmoMove3D::on_init()
{
std::string path = resources_dir() + "/icons/overlay/";
std::string filename = path + "move_off.png";
if (!m_textures[Off].load_from_file(filename, false))
return false;
filename = path + "move_hover.png";
if (!m_textures[Hover].load_from_file(filename, false))
return false;
filename = path + "move_on.png";
if (!m_textures[On].load_from_file(filename, false))
return false;
for (int i = 0; i < 3; ++i)
{
m_grabbers.push_back(Grabber());
}
return true;
}
void GLGizmoMove3D::on_start_dragging(const BoundingBoxf3& box)
{
if (m_hover_id != -1)
{
m_starting_drag_position = m_grabbers[m_hover_id].center;
m_starting_box_center = box.center();
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m_starting_box_bottom_center = box.center();
m_starting_box_bottom_center(2) = box.min(2);
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}
}
void GLGizmoMove3D::on_update(const Linef3& mouse_ray)
{
if (m_hover_id == 0)
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m_position(0) = 2.0 * m_starting_box_center(0) + calc_projection(X, 1, mouse_ray) - m_starting_drag_position(0);
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else if (m_hover_id == 1)
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m_position(1) = 2.0 * m_starting_box_center(1) + calc_projection(Y, 2, mouse_ray) - m_starting_drag_position(1);
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else if (m_hover_id == 2)
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m_position(2) = 2.0 * m_starting_box_bottom_center(2) + calc_projection(Z, 1, mouse_ray) - m_starting_drag_position(2);
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}
void GLGizmoMove3D::on_render(const BoundingBoxf3& box) const
{
if (m_grabbers[0].dragging)
set_tooltip("X: " + format(m_position(0), 2));
else if (m_grabbers[1].dragging)
set_tooltip("Y: " + format(m_position(1), 2));
else if (m_grabbers[2].dragging)
set_tooltip("Z: " + format(m_position(2), 2));
::glEnable(GL_DEPTH_TEST);
const Vec3d& center = box.center();
// x axis
m_grabbers[0].center = Vec3d(box.max(0) + Offset, center(1), center(2));
::memcpy((void*)m_grabbers[0].color, (const void*)&AXES_COLOR[0], 3 * sizeof(float));
// y axis
m_grabbers[1].center = Vec3d(center(0), box.max(1) + Offset, center(2));
::memcpy((void*)m_grabbers[1].color, (const void*)&AXES_COLOR[1], 3 * sizeof(float));
// z axis
m_grabbers[2].center = Vec3d(center(0), center(1), box.max(2) + Offset);
::memcpy((void*)m_grabbers[2].color, (const void*)&AXES_COLOR[2], 3 * sizeof(float));
::glLineWidth((m_hover_id != -1) ? 2.0f : 1.5f);
if (m_hover_id == -1)
{
// draw axes
for (unsigned int i = 0; i < 3; ++i)
{
if (m_grabbers[i].enabled)
{
::glColor3fv(AXES_COLOR[i]);
::glBegin(GL_LINES);
::glVertex3f(center(0), center(1), center(2));
::glVertex3f((GLfloat)m_grabbers[i].center(0), (GLfloat)m_grabbers[i].center(1), (GLfloat)m_grabbers[i].center(2));
::glEnd();
}
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}
// draw grabbers
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render_grabbers(box);
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}
else
{
// draw axis
::glColor3fv(AXES_COLOR[m_hover_id]);
::glBegin(GL_LINES);
::glVertex3f(center(0), center(1), center(2));
::glVertex3f((GLfloat)m_grabbers[m_hover_id].center(0), (GLfloat)m_grabbers[m_hover_id].center(1), (GLfloat)m_grabbers[m_hover_id].center(2));
::glEnd();
// draw grabber
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m_grabbers[m_hover_id].render(true, box);
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}
}
void GLGizmoMove3D::on_render_for_picking(const BoundingBoxf3& box) const
{
::glDisable(GL_DEPTH_TEST);
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render_grabbers_for_picking(box);
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}
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double GLGizmoMove3D::calc_projection(Axis axis, unsigned int preferred_plane_id, const Linef3& mouse_ray) const
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{
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double projection = 0.0;
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Vec3d starting_vec = (axis == Z) ? m_starting_drag_position - m_starting_box_bottom_center : m_starting_drag_position - m_starting_box_center;
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double len_starting_vec = starting_vec.norm();
if (len_starting_vec == 0.0)
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return projection;
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Vec3d starting_vec_dir = starting_vec.normalized();
Vec3d mouse_dir = mouse_ray.unit_vector();
unsigned int plane_id = select_best_plane(mouse_dir, preferred_plane_id);
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switch (plane_id)
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{
case 0:
{
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projection = starting_vec_dir.dot(intersection_on_plane_xy(mouse_ray, (axis == Z) ? m_starting_box_bottom_center : m_starting_box_center));
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break;
}
case 1:
{
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projection = starting_vec_dir.dot(intersection_on_plane_xz(mouse_ray, (axis == Z) ? m_starting_box_bottom_center : m_starting_box_center));
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break;
}
case 2:
{
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projection = starting_vec_dir.dot(intersection_on_plane_yz(mouse_ray, (axis == Z) ? m_starting_box_bottom_center : m_starting_box_center));
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break;
}
}
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return projection;
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}
GLGizmoFlatten::GLGizmoFlatten(GLCanvas3D& parent)
: GLGizmoBase(parent)
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, m_normal(Vec3d::Zero())
, m_starting_center(Vec3d::Zero())
{
}
bool GLGizmoFlatten::on_init()
{
std::string path = resources_dir() + "/icons/overlay/";
std::string filename = path + "layflat_off.png";
if (!m_textures[Off].load_from_file(filename, false))
return false;
filename = path + "layflat_hover.png";
if (!m_textures[Hover].load_from_file(filename, false))
return false;
filename = path + "layflat_on.png";
if (!m_textures[On].load_from_file(filename, false))
return false;
return true;
}
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void GLGizmoFlatten::on_start_dragging(const BoundingBoxf3& box)
{
if (m_hover_id != -1)
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{
m_normal = m_planes[m_hover_id].normal;
m_starting_center = box.center();
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}
}
void GLGizmoFlatten::on_render(const BoundingBoxf3& box) const
{
// the dragged_offset is a vector measuring where was the object moved
// with the gizmo being on. This is reset in set_flattening_data and
// does not work correctly when there are multiple copies.
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Vec3d dragged_offset(Vec3d::Zero());
if (m_dragging)
dragged_offset = box.center() - m_starting_center;
::glEnable(GL_BLEND);
::glEnable(GL_DEPTH_TEST);
for (int i=0; i<(int)m_planes.size(); ++i) {
if (i == m_hover_id)
::glColor4f(0.9f, 0.9f, 0.9f, 0.75f);
else
::glColor4f(0.9f, 0.9f, 0.9f, 0.5f);
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#if ENABLE_MODELINSTANCE_3D_OFFSET
#if ENABLE_MODELINSTANCE_3D_ROTATION
for (const InstanceData& inst : m_instances) {
Vec3d position = inst.position + dragged_offset;
#else
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for (Vec3d offset : m_instances_positions) {
offset += dragged_offset;
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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#else
for (Vec2d offset : m_instances_positions) {
offset += to_2d(dragged_offset);
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#endif // ENABLE_MODELINSTANCE_3D_OFFSET
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::glPushMatrix();
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#if ENABLE_MODELINSTANCE_3D_OFFSET
#if ENABLE_MODELINSTANCE_3D_ROTATION
::glTranslated(position(0), position(1), position(2));
::glRotated(inst.rotation(2) * 180.0 / (double)PI, 0.0, 0.0, 1.0);
::glRotated(inst.rotation(1) * 180.0 / (double)PI, 0.0, 1.0, 0.0);
::glRotated(inst.rotation(0) * 180.0 / (double)PI, 1.0, 0.0, 0.0);
::glScaled(inst.scaling_factor, inst.scaling_factor, inst.scaling_factor);
#else
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::glTranslated(offset(0), offset(1), offset(2));
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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#else
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::glTranslatef((GLfloat)offset(0), (GLfloat)offset(1), 0.0f);
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#endif // ENABLE_MODELINSTANCE_3D_OFFSET
::glBegin(GL_POLYGON);
for (const Vec3d& vertex : m_planes[i].vertices)
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::glVertex3f((GLfloat)vertex(0), (GLfloat)vertex(1), (GLfloat)vertex(2));
::glEnd();
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::glPopMatrix();
}
}
::glDisable(GL_BLEND);
}
void GLGizmoFlatten::on_render_for_picking(const BoundingBoxf3& box) const
{
::glEnable(GL_DEPTH_TEST);
for (unsigned int i = 0; i < m_planes.size(); ++i)
{
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::glColor3f(1.0f, 1.0f, picking_color_component(i));
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#if ENABLE_MODELINSTANCE_3D_OFFSET
#if ENABLE_MODELINSTANCE_3D_ROTATION
for (const InstanceData& inst : m_instances) {
#else
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for (const Vec3d& offset : m_instances_positions) {
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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#else
for (const Vec2d& offset : m_instances_positions) {
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#endif // ENABLE_MODELINSTANCE_3D_OFFSET
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::glPushMatrix();
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#if ENABLE_MODELINSTANCE_3D_OFFSET
#if ENABLE_MODELINSTANCE_3D_ROTATION
::glTranslated(inst.position(0), inst.position(1), inst.position(2));
::glRotated(inst.rotation(2) * 180.0 / (double)PI, 0.0, 0.0, 1.0);
::glRotated(inst.rotation(1) * 180.0 / (double)PI, 0.0, 1.0, 0.0);
::glRotated(inst.rotation(0) * 180.0 / (double)PI, 1.0, 0.0, 0.0);
::glScaled(inst.scaling_factor, inst.scaling_factor, inst.scaling_factor);
#else
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::glTranslated(offset(0), offset(1), offset(2));
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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#else
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::glTranslatef((GLfloat)offset(0), (GLfloat)offset(1), 0.0f);
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#endif // ENABLE_MODELINSTANCE_3D_OFFSET
::glBegin(GL_POLYGON);
for (const Vec3d& vertex : m_planes[i].vertices)
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::glVertex3f((GLfloat)vertex(0), (GLfloat)vertex(1), (GLfloat)vertex(2));
::glEnd();
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::glPopMatrix();
}
}
}
void GLGizmoFlatten::set_flattening_data(const ModelObject* model_object)
{
m_model_object = model_object;
// ...and save the updated positions of the object instances:
if (m_model_object && !m_model_object->instances.empty()) {
#if ENABLE_MODELINSTANCE_3D_ROTATION
m_instances.clear();
#else
m_instances_positions.clear();
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
for (const auto* instance : m_model_object->instances)
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#if ENABLE_MODELINSTANCE_3D_OFFSET
#if ENABLE_MODELINSTANCE_3D_ROTATION
m_instances.emplace_back(instance->get_offset(), instance->get_rotation(), instance->scaling_factor);
#else
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m_instances_positions.emplace_back(instance->get_offset());
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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#else
m_instances_positions.emplace_back(instance->offset);
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#endif // ENABLE_MODELINSTANCE_3D_OFFSET
}
if (is_plane_update_necessary())
update_planes();
}
void GLGizmoFlatten::update_planes()
{
TriangleMesh ch;
for (const ModelVolume* vol : m_model_object->volumes)
ch.merge(vol->get_convex_hull());
ch = ch.convex_hull_3d();
#if !ENABLE_MODELINSTANCE_3D_ROTATION
ch.scale(m_model_object->instances.front()->scaling_factor);
ch.rotate_z(m_model_object->instances.front()->rotation);
#endif // !ENABLE_MODELINSTANCE_3D_ROTATION
m_planes.clear();
// Now we'll go through all the facets and append Points of facets sharing the same normal:
const int num_of_facets = ch.stl.stats.number_of_facets;
std::vector<int> facet_queue(num_of_facets, 0);
std::vector<bool> facet_visited(num_of_facets, false);
int facet_queue_cnt = 0;
const stl_normal* normal_ptr = nullptr;
while (1) {
// Find next unvisited triangle:
int facet_idx = 0;
for (; facet_idx < num_of_facets; ++ facet_idx)
if (!facet_visited[facet_idx]) {
facet_queue[facet_queue_cnt ++] = facet_idx;
facet_visited[facet_idx] = true;
normal_ptr = &ch.stl.facet_start[facet_idx].normal;
m_planes.emplace_back();
break;
}
if (facet_idx == num_of_facets)
break; // Everything was visited already
while (facet_queue_cnt > 0) {
int facet_idx = facet_queue[-- facet_queue_cnt];
const stl_normal& this_normal = ch.stl.facet_start[facet_idx].normal;
if (std::abs(this_normal(0) - (*normal_ptr)(0)) < 0.001 && std::abs(this_normal(1) - (*normal_ptr)(1)) < 0.001 && std::abs(this_normal(2) - (*normal_ptr)(2)) < 0.001) {
stl_vertex* first_vertex = ch.stl.facet_start[facet_idx].vertex;
for (int j=0; j<3; ++j)
m_planes.back().vertices.emplace_back(first_vertex[j](0), first_vertex[j](1), first_vertex[j](2));
facet_visited[facet_idx] = true;
for (int j = 0; j < 3; ++ j) {
int neighbor_idx = ch.stl.neighbors_start[facet_idx].neighbor[j];
if (! facet_visited[neighbor_idx])
facet_queue[facet_queue_cnt ++] = neighbor_idx;
}
}
}
m_planes.back().normal = Vec3d((double)(*normal_ptr)(0), (double)(*normal_ptr)(1), (double)(*normal_ptr)(2));
// if this is a just a very small triangle, remove it to speed up further calculations (it would be rejected anyway):
if (m_planes.back().vertices.size() == 3 &&
(m_planes.back().vertices[0] - m_planes.back().vertices[1]).norm() < 1.f
|| (m_planes.back().vertices[0] - m_planes.back().vertices[2]).norm() < 1.f)
m_planes.pop_back();
}
// Now we'll go through all the polygons, transform the points into xy plane to process them:
for (unsigned int polygon_id=0; polygon_id < m_planes.size(); ++polygon_id) {
Pointf3s& polygon = m_planes[polygon_id].vertices;
const Vec3d& normal = m_planes[polygon_id].normal;
// We are going to rotate about z and y to flatten the plane
float angle_z = 0.f;
float angle_y = 0.f;
if (std::abs(normal(1)) > 0.001)
angle_z = -atan2(normal(1), normal(0)); // angle to rotate so that normal ends up in xz-plane
if (std::abs(normal(0)*cos(angle_z) - normal(1)*sin(angle_z)) > 0.001)
angle_y = -atan2(normal(0)*cos(angle_z) - normal(1)*sin(angle_z), normal(2)); // angle to rotate to make normal point upwards
else {
// In case it already was in z-direction, we must ensure it is not the wrong way:
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angle_y = normal(2) > 0.f ? 0.f : -PI;
}
// Rotate all points to the xy plane:
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Transform3d m = Transform3d::Identity();
m.rotate(Eigen::AngleAxisd((double)angle_y, Vec3d::UnitY()));
m.rotate(Eigen::AngleAxisd((double)angle_z, Vec3d::UnitZ()));
polygon = transform(polygon, m);
polygon = Slic3r::Geometry::convex_hull(polygon); // To remove the inner points
// We will calculate area of the polygon and discard ones that are too small
// The limit is more forgiving in case the normal is in the direction of the coordinate axes
const float minimal_area = (std::abs(normal(0)) > 0.999f || std::abs(normal(1)) > 0.999f || std::abs(normal(2)) > 0.999f) ? 1.f : 20.f;
float& area = m_planes[polygon_id].area;
area = 0.f;
for (unsigned int i = 0; i < polygon.size(); i++) // Shoelace formula
area += polygon[i](0)*polygon[i + 1 < polygon.size() ? i + 1 : 0](1) - polygon[i + 1 < polygon.size() ? i + 1 : 0](0)*polygon[i](1);
area = std::abs(area / 2.f);
if (area < minimal_area) {
m_planes.erase(m_planes.begin()+(polygon_id--));
continue;
}
// We will shrink the polygon a little bit so it does not touch the object edges:
Vec3d centroid = std::accumulate(polygon.begin(), polygon.end(), Vec3d(0.0, 0.0, 0.0));
centroid /= (double)polygon.size();
for (auto& vertex : polygon)
vertex = 0.9f*vertex + 0.1f*centroid;
// Polygon is now simple and convex, we'll round the corners to make them look nicer.
// The algorithm takes a vertex, calculates middles of respective sides and moves the vertex
// towards their average (controlled by 'aggressivity'). This is repeated k times.
// In next iterations, the neighbours are not always taken at the middle (to increase the
// rounding effect at the corners, where we need it most).
const unsigned int k = 10; // number of iterations
const float aggressivity = 0.2f; // agressivity
const unsigned int N = polygon.size();
std::vector<std::pair<unsigned int, unsigned int>> neighbours;
if (k != 0) {
Pointf3s points_out(2*k*N); // vector long enough to store the future vertices
for (unsigned int j=0; j<N; ++j) {
points_out[j*2*k] = polygon[j];
neighbours.push_back(std::make_pair((int)(j*2*k-k) < 0 ? (N-1)*2*k+k : j*2*k-k, j*2*k+k));
}
for (unsigned int i=0; i<k; ++i) {
// Calculate middle of each edge so that neighbours points to something useful:
for (unsigned int j=0; j<N; ++j)
if (i==0)
points_out[j*2*k+k] = 0.5f * (points_out[j*2*k] + points_out[j==N-1 ? 0 : (j+1)*2*k]);
else {
float r = 0.2+0.3/(k-1)*i; // the neighbours are not always taken in the middle
points_out[neighbours[j].first] = r*points_out[j*2*k] + (1-r) * points_out[neighbours[j].first-1];
points_out[neighbours[j].second] = r*points_out[j*2*k] + (1-r) * points_out[neighbours[j].second+1];
}
// Now we have a triangle and valid neighbours, we can do an iteration:
for (unsigned int j=0; j<N; ++j)
points_out[2*k*j] = (1-aggressivity) * points_out[2*k*j] +
aggressivity*0.5f*(points_out[neighbours[j].first] + points_out[neighbours[j].second]);
for (auto& n : neighbours) {
++n.first;
--n.second;
}
}
polygon = points_out; // replace the coarse polygon with the smooth one that we just created
}
// Transform back to 3D;
for (auto& b : polygon) {
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b(2) += 0.1f; // raise a bit above the object surface to avoid flickering
}
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m = m.inverse();
polygon = transform(polygon, m);
}
// We'll sort the planes by area and only keep the 254 largest ones (because of the picking pass limitations):
std::sort(m_planes.rbegin(), m_planes.rend(), [](const PlaneData& a, const PlaneData& b) { return a.area < b.area; });
m_planes.resize(std::min((int)m_planes.size(), 254));
// Planes are finished - let's save what we calculated it from:
m_source_data.bounding_boxes.clear();
for (const auto& vol : m_model_object->volumes)
m_source_data.bounding_boxes.push_back(vol->get_convex_hull().bounding_box());
#if !ENABLE_MODELINSTANCE_3D_ROTATION
m_source_data.scaling_factor = m_model_object->instances.front()->scaling_factor;
m_source_data.rotation = m_model_object->instances.front()->rotation;
#endif // !ENABLE_MODELINSTANCE_3D_ROTATION
const float* first_vertex = m_model_object->volumes.front()->get_convex_hull().first_vertex();
m_source_data.mesh_first_point = Vec3d((double)first_vertex[0], (double)first_vertex[1], (double)first_vertex[2]);
}
// Check if the bounding boxes of each volume's convex hull is the same as before
// and that scaling and rotation has not changed. In that case we don't have to recalculate it.
bool GLGizmoFlatten::is_plane_update_necessary() const
{
if (m_state != On || !m_model_object || m_model_object->instances.empty())
return false;
#if ENABLE_MODELINSTANCE_3D_ROTATION
if (m_model_object->volumes.size() != m_source_data.bounding_boxes.size())
#else
if (m_model_object->volumes.size() != m_source_data.bounding_boxes.size()
|| m_model_object->instances.front()->scaling_factor != m_source_data.scaling_factor
|| m_model_object->instances.front()->rotation != m_source_data.rotation)
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
return true;
// now compare the bounding boxes:
for (unsigned int i=0; i<m_model_object->volumes.size(); ++i)
if (m_model_object->volumes[i]->get_convex_hull().bounding_box() != m_source_data.bounding_boxes[i])
return true;
const float* first_vertex = m_model_object->volumes.front()->get_convex_hull().first_vertex();
Vec3d first_point((double)first_vertex[0], (double)first_vertex[1], (double)first_vertex[2]);
if (first_point != m_source_data.mesh_first_point)
return true;
return false;
}
#if ENABLE_MODELINSTANCE_3D_ROTATION
Vec3d GLGizmoFlatten::get_flattening_rotation() const
{
// calculates the rotations in model space
Eigen::Quaterniond q;
Vec3d angles = q.setFromTwoVectors(m_normal, -Vec3d::UnitZ()).toRotationMatrix().eulerAngles(2, 1, 0);
m_normal = Vec3d::Zero();
return Vec3d(angles(2), angles(1), angles(0));
}
#else
Vec3d GLGizmoFlatten::get_flattening_normal() const {
Vec3d normal = m_model_object->instances.front()->world_matrix(true).matrix().block(0, 0, 3, 3).inverse() * m_normal;
m_normal = Vec3d::Zero();
return normal.normalized();
}
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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} // namespace GUI
} // namespace Slic3r