Fix of #1853 (Translation of volumes in side view)

This commit is contained in:
Enrico Turri 2019-02-22 11:34:37 +01:00
parent 93eac724c9
commit 2f205dd77b

View file

@ -5088,11 +5088,42 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
#endif // ENABLE_MOVE_MIN_THRESHOLD #endif // ENABLE_MOVE_MIN_THRESHOLD
m_mouse.dragging = true; m_mouse.dragging = true;
Vec3d cur_pos = m_mouse.drag.start_position_3D;
// we do not want to translate objects if the user just clicked on an object while pressing shift to remove it from the selection and then drag
if (m_selection.contains_volume(m_hover_volume_id))
{
if (m_camera.get_theta() == 90.0f)
{
// side view -> move selected volumes orthogonally to camera view direction
Linef3 ray = mouse_ray(pos);
Vec3d dir = ray.unit_vector();
// finds the intersection of the mouse ray with the plane parallel to the camera viewport and passing throught the starting position
// use ray-plane intersection see i.e. https://en.wikipedia.org/wiki/Line%E2%80%93plane_intersection algebric form
// in our case plane normal and ray direction are the same (orthogonal view)
// when moving to perspective camera the negative z unit axis of the camera needs to be transformed in world space and used as plane normal
Vec3d inters = ray.a + (m_mouse.drag.start_position_3D - ray.a).dot(dir) / dir.squaredNorm() * dir;
// vector from the starting position to the found intersection
Vec3d inters_vec = inters - m_mouse.drag.start_position_3D;
// get the view matrix back from opengl
GLfloat matrix[16];
::glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
Vec3d camera_right((double)matrix[0], (double)matrix[4], (double)matrix[8]);
// finds projection of the vector along the camera right axis
double projection = inters_vec.dot(camera_right);
cur_pos = m_mouse.drag.start_position_3D + projection * camera_right;
}
else
{
// Generic view
// Get new position at the same Z of the initial click point. // Get new position at the same Z of the initial click point.
float z0 = 0.0f; float z0 = 0.0f;
float z1 = 1.0f; float z1 = 1.0f;
// we do not want to translate objects if the user just clicked on an object while pressing shift to remove it from the selection and then drag cur_pos = Linef3(_mouse_to_3d(pos, &z0), _mouse_to_3d(pos, &z1)).intersect_plane(m_mouse.drag.start_position_3D(2));
Vec3d cur_pos = m_selection.contains_volume(m_hover_volume_id) ? Linef3(_mouse_to_3d(pos, &z0), _mouse_to_3d(pos, &z1)).intersect_plane(m_mouse.drag.start_position_3D(2)) : m_mouse.drag.start_position_3D; }
}
m_regenerate_volumes = false; m_regenerate_volumes = false;
m_selection.translate(cur_pos - m_mouse.drag.start_position_3D); m_selection.translate(cur_pos - m_mouse.drag.start_position_3D);