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

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#include "GLCanvas3D.hpp"
#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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GLCanvas3D::GLCanvas3D(wxGLCanvas* canvas, wxGLContext* context)
: m_canvas(canvas)
, m_context(context)
, m_dirty(true)
{
}
void GLCanvas3D::set_current()
{
if ((m_canvas != nullptr) && (m_context != nullptr))
m_canvas->SetCurrent(*m_context);
}
bool GLCanvas3D::is_dirty() const
{
return m_dirty;
}
void GLCanvas3D::set_dirty(bool dirty)
{
m_dirty = dirty;
}
bool GLCanvas3D::is_shown_on_screen() const
{
return (m_canvas != nullptr) ? m_canvas->IsShownOnScreen() : false;
}
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);
}
} // namespace GUI
} // namespace Slic3r