Fix of #1853 (Translation of volumes in side view)
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1 changed files with 35 additions and 4 deletions
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@ -5088,11 +5088,42 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
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#endif // ENABLE_MOVE_MIN_THRESHOLD
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m_mouse.dragging = true;
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Vec3d cur_pos = m_mouse.drag.start_position_3D;
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// 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
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if (m_selection.contains_volume(m_hover_volume_id))
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{
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if (m_camera.get_theta() == 90.0f)
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{
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// side view -> move selected volumes orthogonally to camera view direction
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Linef3 ray = mouse_ray(pos);
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Vec3d dir = ray.unit_vector();
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// finds the intersection of the mouse ray with the plane parallel to the camera viewport and passing throught the starting position
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// use ray-plane intersection see i.e. https://en.wikipedia.org/wiki/Line%E2%80%93plane_intersection algebric form
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// in our case plane normal and ray direction are the same (orthogonal view)
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// 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
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Vec3d inters = ray.a + (m_mouse.drag.start_position_3D - ray.a).dot(dir) / dir.squaredNorm() * dir;
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// vector from the starting position to the found intersection
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Vec3d inters_vec = inters - m_mouse.drag.start_position_3D;
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// get the view matrix back from opengl
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GLfloat matrix[16];
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::glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
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Vec3d camera_right((double)matrix[0], (double)matrix[4], (double)matrix[8]);
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// finds projection of the vector along the camera right axis
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double projection = inters_vec.dot(camera_right);
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cur_pos = m_mouse.drag.start_position_3D + projection * camera_right;
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}
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else
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{
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// Generic view
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// Get new position at the same Z of the initial click point.
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float z0 = 0.0f;
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float z1 = 1.0f;
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// 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
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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;
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cur_pos = Linef3(_mouse_to_3d(pos, &z0), _mouse_to_3d(pos, &z1)).intersect_plane(m_mouse.drag.start_position_3D(2));
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}
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}
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m_regenerate_volumes = false;
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m_selection.translate(cur_pos - m_mouse.drag.start_position_3D);
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