3DScene set_viewport_from_scene method moved to c++
This commit is contained in:
parent
df14a3c399
commit
2f773a89df
@ -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.
|
||||
|
@ -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});
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -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);
|
||||
|
@ -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);
|
||||
|
||||
|
@ -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))
|
||||
|
@ -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();
|
||||
|
||||
|
@ -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);
|
||||
|
@ -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);
|
||||
|
||||
|
@ -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;
|
||||
|
Loading…
Reference in New Issue
Block a user