PrusaSlicer-NonPlainar/xs/src/slic3r/GUI/GLCanvas3D.cpp

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#include "GLCanvas3D.hpp"
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#include "../../slic3r/GUI/3DScene.hpp"
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#include <wx/glcanvas.h>
#include <iostream>
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static const float GIMBALL_LOCK_THETA_MAX = 180.0f;
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namespace Slic3r {
namespace GUI {
GLCanvas3D::Camera::Camera()
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: m_type(CT_Ortho)
, m_zoom(1.0f)
, m_phi(45.0f)
, m_theta(45.0f)
, m_distance(0.0f)
, m_target(0.0, 0.0, 0.0)
{
}
GLCanvas3D::Camera::EType GLCanvas3D::Camera::get_type() const
{
return m_type;
}
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void GLCanvas3D::Camera::set_type(GLCanvas3D::Camera::EType type)
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{
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m_type = type;
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}
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std::string GLCanvas3D::Camera::get_type_as_string() const
{
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switch (m_type)
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{
default:
case CT_Unknown:
return "unknown";
case CT_Perspective:
return "perspective";
case CT_Ortho:
return "ortho";
};
}
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float GLCanvas3D::Camera::get_zoom() const
{
return m_zoom;
}
void GLCanvas3D::Camera::set_zoom(float zoom)
{
m_zoom = zoom;
}
float GLCanvas3D::Camera::get_phi() const
{
return m_phi;
}
void GLCanvas3D::Camera::set_phi(float phi)
{
m_phi = phi;
}
float GLCanvas3D::Camera::get_theta() const
{
return m_theta;
}
void GLCanvas3D::Camera::set_theta(float theta)
{
m_theta = theta;
// clamp angle
if (m_theta > GIMBALL_LOCK_THETA_MAX)
m_theta = GIMBALL_LOCK_THETA_MAX;
if (m_theta < 0.0f)
m_theta = 0.0f;
}
float GLCanvas3D::Camera::get_distance() const
{
return m_distance;
}
void GLCanvas3D::Camera::set_distance(float distance)
{
m_distance = distance;
}
const Pointf3& GLCanvas3D::Camera::get_target() const
{
return m_target;
}
void GLCanvas3D::Camera::set_target(const Pointf3& target)
{
m_target = target;
}
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const Pointfs& GLCanvas3D::Bed::get_shape() const
{
return m_shape;
}
void GLCanvas3D::Bed::set_shape(const Pointfs& shape)
{
m_shape = shape;
_calc_bounding_box();
}
const BoundingBoxf3& GLCanvas3D::Bed::get_bounding_box() const
{
return m_bounding_box;
}
void GLCanvas3D::Bed::_calc_bounding_box()
{
m_bounding_box = BoundingBoxf3();
for (const Pointf& p : m_shape)
{
m_bounding_box.merge(Pointf3(p.x, p.y, 0.0));
}
}
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GLCanvas3D::GLCanvas3D(wxGLCanvas* canvas, wxGLContext* context)
: m_canvas(canvas)
, m_context(context)
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, m_volumes(nullptr)
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, m_dirty(true)
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, m_apply_zoom_to_volumes_filter(false)
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{
}
void GLCanvas3D::set_current()
{
if ((m_canvas != nullptr) && (m_context != nullptr))
m_canvas->SetCurrent(*m_context);
}
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bool GLCanvas3D::is_shown_on_screen() const
{
return (m_canvas != nullptr) ? m_canvas->IsShownOnScreen() : false;
}
void GLCanvas3D::resize(unsigned int w, unsigned int h)
{
if (m_context == nullptr)
return;
set_current();
::glViewport(0, 0, w, h);
::glMatrixMode(GL_PROJECTION);
::glLoadIdentity();
BoundingBoxf3 bbox = max_bounding_box();
switch (get_camera_type())
{
case Camera::CT_Ortho:
{
float w2 = w;
float h2 = h;
float two_zoom = 2.0f * get_camera_zoom();
if (two_zoom != 0.0f)
{
float inv_two_zoom = 1.0f / two_zoom;
w2 *= inv_two_zoom;
h2 *= inv_two_zoom;
}
// FIXME: calculate a tighter value for depth will improve z-fighting
Pointf3 bb_size = bbox.size();
float depth = 5.0f * (float)std::max(bb_size.x, std::max(bb_size.y, bb_size.z));
::glOrtho(-w2, w2, -h2, h2, -depth, depth);
break;
}
case Camera::CT_Perspective:
{
float bbox_r = (float)bbox.radius();
float fov = PI * 45.0f / 180.0f;
float fov_tan = tan(0.5f * fov);
float cam_distance = 0.5f * bbox_r / fov_tan;
set_camera_distance(cam_distance);
float nr = cam_distance - bbox_r * 1.1f;
float fr = cam_distance + bbox_r * 1.1f;
if (nr < 1.0f)
nr = 1.0f;
if (fr < nr + 1.0f)
fr = nr + 1.0f;
float h2 = fov_tan * nr;
float w2 = h2 * w / h;
::glFrustum(-w2, w2, -h2, h2, nr, fr);
break;
}
default:
{
throw std::runtime_error("Invalid camera type.");
break;
}
}
::glMatrixMode(GL_MODELVIEW);
set_dirty(false);
}
GLVolumeCollection* GLCanvas3D::get_volumes()
{
return m_volumes;
}
void GLCanvas3D::set_volumes(GLVolumeCollection* volumes)
{
m_volumes = volumes;
}
void GLCanvas3D::set_bed_shape(const Pointfs& shape)
{
m_bed.set_shape(shape);
}
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bool GLCanvas3D::is_dirty() const
{
return m_dirty;
}
void GLCanvas3D::set_dirty(bool dirty)
{
m_dirty = dirty;
}
GLCanvas3D::Camera::EType GLCanvas3D::get_camera_type() const
{
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return m_camera.get_type();
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}
void GLCanvas3D::set_camera_type(GLCanvas3D::Camera::EType type)
{
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m_camera.set_type(type);
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}
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std::string GLCanvas3D::get_camera_type_as_string() const
{
return m_camera.get_type_as_string();
}
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float GLCanvas3D::get_camera_zoom() const
{
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return m_camera.get_zoom();
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}
void GLCanvas3D::set_camera_zoom(float zoom)
{
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m_camera.set_zoom(zoom);
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}
float GLCanvas3D::get_camera_phi() const
{
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return m_camera.get_phi();
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}
void GLCanvas3D::set_camera_phi(float phi)
{
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m_camera.set_phi(phi);
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}
float GLCanvas3D::get_camera_theta() const
{
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return m_camera.get_theta();
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}
void GLCanvas3D::set_camera_theta(float theta)
{
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m_camera.set_theta(theta);
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}
float GLCanvas3D::get_camera_distance() const
{
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return m_camera.get_distance();
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}
void GLCanvas3D::set_camera_distance(float distance)
{
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m_camera.set_distance(distance);
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}
const Pointf3& GLCanvas3D::get_camera_target() const
{
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return m_camera.get_target();
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}
void GLCanvas3D::set_camera_target(const Pointf3& target)
{
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m_camera.set_target(target);
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}
void GLCanvas3D::on_size(wxSizeEvent& evt)
{
std::cout << "GLCanvas3D::on_size: " << (void*)this << std::endl;
set_dirty(true);
}
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BoundingBoxf3 GLCanvas3D::bed_bounding_box() const
{
return m_bed.get_bounding_box();
}
BoundingBoxf3 GLCanvas3D::volumes_bounding_box() const
{
BoundingBoxf3 bb;
if (m_volumes != nullptr)
{
for (const GLVolume* volume : m_volumes->volumes)
{
if (!m_apply_zoom_to_volumes_filter || ((volume != nullptr) && volume->zoom_to_volumes))
bb.merge(volume->transformed_bounding_box());
}
}
return bb;
}
BoundingBoxf3 GLCanvas3D::max_bounding_box() const
{
BoundingBoxf3 bb = bed_bounding_box();
bb.merge(volumes_bounding_box());
return bb;
}
void GLCanvas3D::_zoom_to_bed()
{
_zoom_to_bounding_box(bed_bounding_box());
}
void GLCanvas3D::_zoom_to_volumes()
{
m_apply_zoom_to_volumes_filter = true;
_zoom_to_bounding_box(volumes_bounding_box());
m_apply_zoom_to_volumes_filter = false;
}
void GLCanvas3D::_zoom_to_bounding_box(const BoundingBoxf3& bbox)
{
// >>>>>>>>>>>>>>>>>>>> TODO <<<<<<<<<<<<<<<<<<<<<<<<
}
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} // namespace GUI
} // namespace Slic3r