diff --git a/lib/Slic3r/GUI/3DScene.pm b/lib/Slic3r/GUI/3DScene.pm index 991371182..a6ec2e692 100644 --- a/lib/Slic3r/GUI/3DScene.pm +++ b/lib/Slic3r/GUI/3DScene.pm @@ -790,31 +790,19 @@ sub mouse_event { # $self->volumes->erase; # $self->_dirty(1); #} -#============================================================================================================================== - -# Setup camera to view all objects. -sub set_viewport_from_scene { - my ($self, $scene) = @_; - -#============================================================================================================================== - Slic3r::GUI::_3DScene::set_camera_phi($self, Slic3r::GUI::_3DScene::get_camera_phi($scene)); - Slic3r::GUI::_3DScene::set_camera_theta($self, Slic3r::GUI::_3DScene::get_camera_theta($scene)); - Slic3r::GUI::_3DScene::set_camera_target($self, Slic3r::GUI::_3DScene::get_camera_target($scene)); - Slic3r::GUI::_3DScene::set_camera_zoom($self, Slic3r::GUI::_3DScene::get_camera_zoom($scene)); - +# +## Setup camera to view all objects. +#sub set_viewport_from_scene { +# my ($self, $scene) = @_; +# # $self->_sphi($scene->_sphi); # $self->_stheta($scene->_stheta); # $self->_camera_target($scene->_camera_target); # $self->_zoom($scene->_zoom); -#============================================================================================================================== - $self->_quat($scene->_quat); -#============================================================================================================================== - Slic3r::GUI::_3DScene::set_dirty($self, 1); +# $self->_quat($scene->_quat); # $self->_dirty(1); -#============================================================================================================================== -} - -#============================================================================================================================== +#} +# ## Set the camera to a default orientation, ## zoom to volumes. #sub select_view { @@ -851,104 +839,89 @@ sub set_viewport_from_scene { # $self->Refresh; # } #} -#============================================================================================================================== - -sub get_zoom_to_bounding_box_factor { - my ($self, $bb) = @_; - my $max_bb_size = max(@{ $bb->size }); - return undef if ($max_bb_size == 0); - - # project the bbox vertices on a plane perpendicular to the camera forward axis - # then calculates the vertices coordinate on this plane along the camera xy axes - - # we need the view matrix, we let opengl calculate it (same as done in render sub) - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - - if (!TURNTABLE_MODE) { - # Shift the perspective camera. -#============================================================================================================================== - my $camera_pos = Slic3r::Pointf3->new(0,0,-Slic3r::GUI::_3DScene::get_camera_distance($self)); +# +#sub get_zoom_to_bounding_box_factor { +# my ($self, $bb) = @_; +# my $max_bb_size = max(@{ $bb->size }); +# return undef if ($max_bb_size == 0); +# +# # project the bbox vertices on a plane perpendicular to the camera forward axis +# # then calculates the vertices coordinate on this plane along the camera xy axes +# +# # we need the view matrix, we let opengl calculate it (same as done in render sub) +# glMatrixMode(GL_MODELVIEW); +# glLoadIdentity(); +# +# if (!TURNTABLE_MODE) { +# # Shift the perspective camera. # my $camera_pos = Slic3r::Pointf3->new(0,0,-$self->_camera_distance); -#============================================================================================================================== - glTranslatef(@$camera_pos); - } - - if (TURNTABLE_MODE) { - # Turntable mode is enabled by default. -#============================================================================================================================== - glRotatef(-Slic3r::GUI::_3DScene::get_camera_theta($self), 1, 0, 0); # pitch - glRotatef(Slic3r::GUI::_3DScene::get_camera_phi($self), 0, 0, 1); # yaw +# glTranslatef(@$camera_pos); +# } +# +# if (TURNTABLE_MODE) { +# # Turntable mode is enabled by default. # glRotatef(-$self->_stheta, 1, 0, 0); # pitch # glRotatef($self->_sphi, 0, 0, 1); # yaw -#============================================================================================================================== - } else { - # Shift the perspective camera. -#============================================================================================================================== - my $camera_pos = Slic3r::Pointf3->new(0,0,-Slic3r::GUI::_3DScene::get_camera_distance($self)); +# } else { +# # Shift the perspective camera. # my $camera_pos = Slic3r::Pointf3->new(0,0,-$self->_camera_distance); -#============================================================================================================================== - glTranslatef(@$camera_pos); - my @rotmat = quat_to_rotmatrix($self->quat); - glMultMatrixd_p(@rotmat[0..15]); - } -#============================================================================================================================== - glTranslatef(@{ Slic3r::GUI::_3DScene::get_camera_target($self)->negative }); +# glTranslatef(@$camera_pos); +# my @rotmat = quat_to_rotmatrix($self->quat); +# glMultMatrixd_p(@rotmat[0..15]); +# } # glTranslatef(@{ $self->_camera_target->negative }); -#============================================================================================================================== - - # get the view matrix back from opengl - my @matrix = glGetFloatv_p(GL_MODELVIEW_MATRIX); - - # camera axes - my $right = Slic3r::Pointf3->new($matrix[0], $matrix[4], $matrix[8]); - my $up = Slic3r::Pointf3->new($matrix[1], $matrix[5], $matrix[9]); - my $forward = Slic3r::Pointf3->new($matrix[2], $matrix[6], $matrix[10]); - - my $bb_min = $bb->min_point(); - my $bb_max = $bb->max_point(); - my $bb_center = $bb->center(); - - # bbox vertices in world space - my @vertices = (); - push(@vertices, $bb_min); - push(@vertices, Slic3r::Pointf3->new($bb_max->x(), $bb_min->y(), $bb_min->z())); - push(@vertices, Slic3r::Pointf3->new($bb_max->x(), $bb_max->y(), $bb_min->z())); - push(@vertices, Slic3r::Pointf3->new($bb_min->x(), $bb_max->y(), $bb_min->z())); - push(@vertices, Slic3r::Pointf3->new($bb_min->x(), $bb_min->y(), $bb_max->z())); - push(@vertices, Slic3r::Pointf3->new($bb_max->x(), $bb_min->y(), $bb_max->z())); - push(@vertices, $bb_max); - push(@vertices, Slic3r::Pointf3->new($bb_min->x(), $bb_max->y(), $bb_max->z())); - - my $max_x = 0.0; - my $max_y = 0.0; - - # margin factor to give some empty space around the bbox - my $margin_factor = 1.25; - - foreach my $v (@vertices) { - # project vertex on the plane perpendicular to camera forward axis - my $pos = Slic3r::Pointf3->new($v->x() - $bb_center->x(), $v->y() - $bb_center->y(), $v->z() - $bb_center->z()); - my $proj_on_normal = $pos->x() * $forward->x() + $pos->y() * $forward->y() + $pos->z() * $forward->z(); - my $proj_on_plane = Slic3r::Pointf3->new($pos->x() - $proj_on_normal * $forward->x(), $pos->y() - $proj_on_normal * $forward->y(), $pos->z() - $proj_on_normal * $forward->z()); - - # calculates vertex coordinate along camera xy axes - my $x_on_plane = $proj_on_plane->x() * $right->x() + $proj_on_plane->y() * $right->y() + $proj_on_plane->z() * $right->z(); - my $y_on_plane = $proj_on_plane->x() * $up->x() + $proj_on_plane->y() * $up->y() + $proj_on_plane->z() * $up->z(); - - $max_x = max($max_x, $margin_factor * 2 * abs($x_on_plane)); - $max_y = max($max_y, $margin_factor * 2 * abs($y_on_plane)); - } - - return undef if (($max_x == 0) || ($max_y == 0)); - - my ($cw, $ch) = $self->GetSizeWH; - my $min_ratio = min($cw / $max_x, $ch / $max_y); - - return $min_ratio; -} - -#============================================================================================================================== +# +# # get the view matrix back from opengl +# my @matrix = glGetFloatv_p(GL_MODELVIEW_MATRIX); +# +# # camera axes +# my $right = Slic3r::Pointf3->new($matrix[0], $matrix[4], $matrix[8]); +# my $up = Slic3r::Pointf3->new($matrix[1], $matrix[5], $matrix[9]); +# my $forward = Slic3r::Pointf3->new($matrix[2], $matrix[6], $matrix[10]); +# +# my $bb_min = $bb->min_point(); +# my $bb_max = $bb->max_point(); +# my $bb_center = $bb->center(); +# +# # bbox vertices in world space +# my @vertices = (); +# push(@vertices, $bb_min); +# push(@vertices, Slic3r::Pointf3->new($bb_max->x(), $bb_min->y(), $bb_min->z())); +# push(@vertices, Slic3r::Pointf3->new($bb_max->x(), $bb_max->y(), $bb_min->z())); +# push(@vertices, Slic3r::Pointf3->new($bb_min->x(), $bb_max->y(), $bb_min->z())); +# push(@vertices, Slic3r::Pointf3->new($bb_min->x(), $bb_min->y(), $bb_max->z())); +# push(@vertices, Slic3r::Pointf3->new($bb_max->x(), $bb_min->y(), $bb_max->z())); +# push(@vertices, $bb_max); +# push(@vertices, Slic3r::Pointf3->new($bb_min->x(), $bb_max->y(), $bb_max->z())); +# +# my $max_x = 0.0; +# my $max_y = 0.0; +# +# # margin factor to give some empty space around the bbox +# my $margin_factor = 1.25; +# +# foreach my $v (@vertices) { +# # project vertex on the plane perpendicular to camera forward axis +# my $pos = Slic3r::Pointf3->new($v->x() - $bb_center->x(), $v->y() - $bb_center->y(), $v->z() - $bb_center->z()); +# my $proj_on_normal = $pos->x() * $forward->x() + $pos->y() * $forward->y() + $pos->z() * $forward->z(); +# my $proj_on_plane = Slic3r::Pointf3->new($pos->x() - $proj_on_normal * $forward->x(), $pos->y() - $proj_on_normal * $forward->y(), $pos->z() - $proj_on_normal * $forward->z()); +# +# # calculates vertex coordinate along camera xy axes +# my $x_on_plane = $proj_on_plane->x() * $right->x() + $proj_on_plane->y() * $right->y() + $proj_on_plane->z() * $right->z(); +# my $y_on_plane = $proj_on_plane->x() * $up->x() + $proj_on_plane->y() * $up->y() + $proj_on_plane->z() * $up->z(); +# +# $max_x = max($max_x, $margin_factor * 2 * abs($x_on_plane)); +# $max_y = max($max_y, $margin_factor * 2 * abs($y_on_plane)); +# } +# +# return undef if (($max_x == 0) || ($max_y == 0)); +# +# my ($cw, $ch) = $self->GetSizeWH; +# my $min_ratio = min($cw / $max_x, $ch / $max_y); +# +# return $min_ratio; +#} +# #sub zoom_to_bounding_box { # my ($self, $bb) = @_; # # Calculate the zoom factor needed to adjust viewport to bounding box. diff --git a/lib/Slic3r/GUI/Plater.pm b/lib/Slic3r/GUI/Plater.pm index f1ce8fe0a..3d1f75221 100644 --- a/lib/Slic3r/GUI/Plater.pm +++ b/lib/Slic3r/GUI/Plater.pm @@ -142,10 +142,13 @@ sub new { } }); $self->{canvas3D}->on_viewport_changed(sub { - $self->{preview3D}->canvas->set_viewport_from_scene($self->{canvas3D}); +#============================================================================================================================== + Slic3r::GUI::_3DScene::set_viewport_from_scene($self->{preview3D}->canvas, $self->{canvas3D}); +# $self->{preview3D}->canvas->set_viewport_from_scene($self->{canvas3D}); +#============================================================================================================================== }); #============================================================================================================================== - Slic3r::GUI::_3DScene::register_on_viewport_changed_callback($self->{canvas3D}, sub { $self->{preview3D}->canvas->set_viewport_from_scene($self->{canvas3D}); }); + Slic3r::GUI::_3DScene::register_on_viewport_changed_callback($self->{canvas3D}, sub { Slic3r::GUI::_3DScene::set_viewport_from_scene($self->{preview3D}->canvas, $self->{canvas3D}); }); #============================================================================================================================== } @@ -161,10 +164,13 @@ sub new { if ($Slic3r::GUI::have_OpenGL) { $self->{preview3D} = Slic3r::GUI::Plater::3DPreview->new($self->{preview_notebook}, $self->{print}, $self->{gcode_preview_data}, $self->{config}); $self->{preview3D}->canvas->on_viewport_changed(sub { - $self->{canvas3D}->set_viewport_from_scene($self->{preview3D}->canvas); +#============================================================================================================================== + Slic3r::GUI::_3DScene::set_viewport_from_scene($self->{canvas3D}, $self->{preview3D}->canvas); +# $self->{canvas3D}->set_viewport_from_scene($self->{preview3D}->canvas); +#============================================================================================================================== }); #============================================================================================================================== - Slic3r::GUI::_3DScene::register_on_viewport_changed_callback($self->{preview3D}->canvas, sub { $self->{canvas3D}->set_viewport_from_scene($self->{preview3D}->canvas); }); + Slic3r::GUI::_3DScene::register_on_viewport_changed_callback($self->{preview3D}->canvas, sub { Slic3r::GUI::_3DScene::set_viewport_from_scene($self->{canvas3D}, $self->{preview3D}->canvas); }); #============================================================================================================================== $self->{preview_notebook}->AddPage($self->{preview3D}, L('Preview')); $self->{preview3D_page_idx} = $self->{preview_notebook}->GetPageCount-1; @@ -2235,15 +2241,17 @@ sub select_view { if ($page eq L('Preview')) { #============================================================================================================================== Slic3r::GUI::_3DScene::select_view($self->{preview3D}->canvas, $direction); + Slic3r::GUI::_3DScene::set_viewport_from_scene($self->{canvas3D}, $self->{preview3D}->canvas); # $self->{preview3D}->canvas->select_view($direction); +# $self->{canvas3D}->set_viewport_from_scene($self->{preview3D}->canvas); #============================================================================================================================== - $self->{canvas3D}->set_viewport_from_scene($self->{preview3D}->canvas); } else { #============================================================================================================================== Slic3r::GUI::_3DScene::select_view($self->{canvas3D}, $direction); + Slic3r::GUI::_3DScene::set_viewport_from_scene($self->{preview3D}->canvas, $self->{canvas3D}); # $self->{canvas3D}->select_view($direction); +# $self->{preview3D}->canvas->set_viewport_from_scene($self->{canvas3D}); #============================================================================================================================== - $self->{preview3D}->canvas->set_viewport_from_scene($self->{canvas3D}); } } diff --git a/xs/src/slic3r/GUI/3DScene.cpp b/xs/src/slic3r/GUI/3DScene.cpp index a7b7d6e34..80102cc50 100644 --- a/xs/src/slic3r/GUI/3DScene.cpp +++ b/xs/src/slic3r/GUI/3DScene.cpp @@ -2105,6 +2105,11 @@ void _3DScene::select_view(wxGLCanvas* canvas, const std::string& direction) s_canvas_mgr.select_view(canvas, direction); } +void _3DScene::set_viewport_from_scene(wxGLCanvas* canvas, wxGLCanvas* other) +{ + s_canvas_mgr.set_viewport_from_scene(canvas, other); +} + void _3DScene::update_volumes_colors_by_extruder(wxGLCanvas* canvas) { s_canvas_mgr.update_volumes_colors_by_extruder(canvas); diff --git a/xs/src/slic3r/GUI/3DScene.hpp b/xs/src/slic3r/GUI/3DScene.hpp index 69f48e092..45fdbbb41 100644 --- a/xs/src/slic3r/GUI/3DScene.hpp +++ b/xs/src/slic3r/GUI/3DScene.hpp @@ -644,6 +644,7 @@ public: static void zoom_to_bed(wxGLCanvas* canvas); static void zoom_to_volumes(wxGLCanvas* canvas); static void select_view(wxGLCanvas* canvas, const std::string& direction); + static void set_viewport_from_scene(wxGLCanvas* canvas, wxGLCanvas* other); static void update_volumes_colors_by_extruder(wxGLCanvas* canvas); diff --git a/xs/src/slic3r/GUI/GLCanvas3D.cpp b/xs/src/slic3r/GUI/GLCanvas3D.cpp index 28f105d3c..4946ae807 100644 --- a/xs/src/slic3r/GUI/GLCanvas3D.cpp +++ b/xs/src/slic3r/GUI/GLCanvas3D.cpp @@ -1520,6 +1520,15 @@ void GLCanvas3D::select_view(const std::string& direction) } } +void GLCanvas3D::set_viewport_from_scene(const GLCanvas3D& other) +{ + set_camera_phi(other.get_camera_phi()); + set_camera_theta(other.get_camera_theta()); + set_camera_target(other.get_camera_target()); + set_camera_zoom(other.get_camera_zoom()); + set_dirty(true); +} + void GLCanvas3D::update_volumes_colors_by_extruder() { if ((m_volumes == nullptr) || (m_config == nullptr)) diff --git a/xs/src/slic3r/GUI/GLCanvas3D.hpp b/xs/src/slic3r/GUI/GLCanvas3D.hpp index 620f68858..30d219cff 100644 --- a/xs/src/slic3r/GUI/GLCanvas3D.hpp +++ b/xs/src/slic3r/GUI/GLCanvas3D.hpp @@ -427,6 +427,7 @@ public: void zoom_to_bed(); void zoom_to_volumes(); void select_view(const std::string& direction); + void set_viewport_from_scene(const GLCanvas3D& other); void update_volumes_colors_by_extruder(); diff --git a/xs/src/slic3r/GUI/GLCanvas3DManager.cpp b/xs/src/slic3r/GUI/GLCanvas3DManager.cpp index 27aaa3188..16398b6d6 100644 --- a/xs/src/slic3r/GUI/GLCanvas3DManager.cpp +++ b/xs/src/slic3r/GUI/GLCanvas3DManager.cpp @@ -597,6 +597,17 @@ void GLCanvas3DManager::select_view(wxGLCanvas* canvas, const std::string& direc it->second->select_view(direction); } +void GLCanvas3DManager::set_viewport_from_scene(wxGLCanvas* canvas, wxGLCanvas* other) +{ + CanvasesMap::iterator it = _get_canvas(canvas); + if (it != m_canvases.end()) + { + CanvasesMap::iterator other_it = _get_canvas(other); + if (other_it != m_canvases.end()) + it->second->set_viewport_from_scene(*other_it->second); + } +} + void GLCanvas3DManager::update_volumes_colors_by_extruder(wxGLCanvas* canvas) { CanvasesMap::const_iterator it = _get_canvas(canvas); diff --git a/xs/src/slic3r/GUI/GLCanvas3DManager.hpp b/xs/src/slic3r/GUI/GLCanvas3DManager.hpp index b3580ec63..301650990 100644 --- a/xs/src/slic3r/GUI/GLCanvas3DManager.hpp +++ b/xs/src/slic3r/GUI/GLCanvas3DManager.hpp @@ -144,6 +144,7 @@ public: void zoom_to_bed(wxGLCanvas* canvas); void zoom_to_volumes(wxGLCanvas* canvas); void select_view(wxGLCanvas* canvas, const std::string& direction); + void set_viewport_from_scene(wxGLCanvas* canvas, wxGLCanvas* other); void update_volumes_colors_by_extruder(wxGLCanvas* canvas); diff --git a/xs/xsp/GUI_3DScene.xsp b/xs/xsp/GUI_3DScene.xsp index 7e1e80d4c..b155c0cb0 100644 --- a/xs/xsp/GUI_3DScene.xsp +++ b/xs/xsp/GUI_3DScene.xsp @@ -717,6 +717,13 @@ select_view(canvas, direction) CODE: _3DScene::select_view((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), direction); +void +set_viewport_from_scene(canvas, other) + SV *canvas; + SV *other; + CODE: + _3DScene::set_viewport_from_scene((wxGLCanvas*)wxPli_sv_2_object(aTHX_ canvas, "Wx::GLCanvas"), (wxGLCanvas*)wxPli_sv_2_object(aTHX_ other, "Wx::GLCanvas")); + void update_volumes_colors_by_extruder(canvas) SV *canvas;