PrusaSlicer-NonPlainar/src/slic3r/GUI/GLSelectionRectangle.cpp

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#include "GLSelectionRectangle.hpp"
#include "Camera.hpp"
#include "3DScene.hpp"
#include <GL/glew.h>
namespace Slic3r {
namespace GUI {
void GLSelectionRectangle::start_dragging(const Vec2d& mouse_position, float width, float height, EState status)
{
if (is_dragging() || status == Off)
return;
m_width = width;
m_height = height;
m_status = status;
m_start_corner = mouse_position;
m_end_corner = mouse_position;
}
void GLSelectionRectangle::dragging(const Vec2d& mouse_position)
{
if (is_dragging())
m_end_corner = mouse_position;
}
std::vector<unsigned int> GLSelectionRectangle::end_dragging(const Camera& camera, const std::vector<Vec3d>& points)
{
if (!is_dragging())
return std::vector<unsigned int>();
m_status = Off;
std::vector<unsigned int> out;
const std::array<int, 4>& viewport = camera.get_viewport();
const Transform3d& modelview_matrix = camera.get_view_matrix();
const Transform3d& projection_matrix = camera.get_projection_matrix();
// bounding box created from the rectangle corners - will take care of order of the corners
BoundingBox rectangle(Points{Point(m_start_corner.cast<int>()), Point(m_end_corner.cast<int>())});
// Iterate over all points and determine whether they're in the rectangle.
for (unsigned int i=0; i<points.size(); ++i) {
const Vec3d& point = points[i];
GLdouble out_x, out_y, out_z;
::gluProject((GLdouble)point(0), (GLdouble)point(1), (GLdouble)point(2), (GLdouble*)modelview_matrix.data(), (GLdouble*)projection_matrix.data(), (GLint*)viewport.data(), &out_x, &out_y, &out_z);
out_y = m_height - out_y;
if (rectangle.contains(Point(out_x, out_y)))
out.push_back(i);
}
return out;
}
void GLSelectionRectangle::render() const
{
float render_color[3];
switch (m_status) {
case Off : return;
case SlaSelect : render_color[0] = 0.f;
render_color[1] = 1.f;
render_color[2] = 0.f;
break;
case SlaDeselect : render_color[0] = 1.f;
render_color[1] = 0.3f;
render_color[2] = 0.3f;
break;
}
glsafe(::glColor3fv(render_color));
glsafe(::glLineWidth(1.5f));
glsafe(::glPushAttrib(GL_TRANSFORM_BIT)); // remember current MatrixMode
glsafe(::glMatrixMode(GL_MODELVIEW)); // cache modelview matrix and set to identity
glsafe(::glPushMatrix());
glsafe(::glLoadIdentity());
glsafe(::glMatrixMode(GL_PROJECTION)); // cache projection matrix and set to identity
glsafe(::glPushMatrix());
glsafe(::glLoadIdentity());
glsafe(::glOrtho(0.f, m_width, m_height, 0.f, -1.f, 1.f)); // set projection matrix so that world coords = window coords
// render the selection rectangle (window coordinates):
glsafe(::glPushAttrib(GL_ENABLE_BIT));
glsafe(::glLineStipple(4, 0xAAAA));
glsafe(::glEnable(GL_LINE_STIPPLE));
::glBegin(GL_LINE_LOOP);
::glVertex3f((GLfloat)m_start_corner(0), (GLfloat)m_start_corner(1), (GLfloat)0.5f);
::glVertex3f((GLfloat)m_end_corner(0), (GLfloat)m_start_corner(1), (GLfloat)0.5f);
::glVertex3f((GLfloat)m_end_corner(0), (GLfloat)m_end_corner(1), (GLfloat)0.5f);
::glVertex3f((GLfloat)m_start_corner(0), (GLfloat)m_end_corner(1), (GLfloat)0.5f);
glsafe(::glEnd());
glsafe(::glPopAttrib());
glsafe(::glPopMatrix()); // restore former projection matrix
glsafe(::glMatrixMode(GL_MODELVIEW));
glsafe(::glPopMatrix()); // restore former modelview matrix
glsafe(::glPopAttrib()); // restore former MatrixMode
}
} // namespace GUI
} // namespace Slic3r