diff --git a/src/slic3r/GUI/Gizmos/GLGizmoFdmSupports.cpp b/src/slic3r/GUI/Gizmos/GLGizmoFdmSupports.cpp index 309c7cf42..e5a648d11 100644 --- a/src/slic3r/GUI/Gizmos/GLGizmoFdmSupports.cpp +++ b/src/slic3r/GUI/Gizmos/GLGizmoFdmSupports.cpp @@ -314,106 +314,128 @@ bool GLGizmoFdmSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous const ModelInstance* mi = mo->instances[selection.get_instance_idx()]; const Transform3d& instance_trafo = mi->get_transformation().get_matrix(); - std::vector>> hit_positions_and_facet_ids; - bool clipped_mesh_was_hit = false; + // List of mouse positions that will be used as seeds for painting. + std::vector mouse_positions{mouse_position}; - Vec3f normal = Vec3f::Zero(); - Vec3f hit = Vec3f::Zero(); - size_t facet = 0; - Vec3f closest_hit = Vec3f::Zero(); - double closest_hit_squared_distance = std::numeric_limits::max(); - size_t closest_facet = 0; - int closest_hit_mesh_id = -1; + // In case current mouse position is far from the last one, + // add several positions from between into the list, so there + // are no gaps in the painted region. + { + if (m_last_mouse_position == Vec2d::Zero()) + m_last_mouse_position = mouse_position; + // resolution describes minimal distance limit using circle radius + // as a unit (e.g., 2 would mean the patches will be touching). + double resolution = 0.7; + double diameter_px = resolution * m_cursor_radius * camera.get_zoom(); + int patches_in_between = int(((mouse_position - m_last_mouse_position).norm() - diameter_px) / diameter_px); + if (patches_in_between > 0) { + Vec2d diff = (mouse_position - m_last_mouse_position)/(patches_in_between+1); + for (int i=1; i<=patches_in_between; ++i) + mouse_positions.emplace_back(m_last_mouse_position + i*diff); + } + } + m_last_mouse_position = Vec2d::Zero(); // only actual hits should be saved - // Transformations of individual meshes - std::vector trafo_matrices; + // Now "click" into all the prepared points and spill paint around them. + for (const Vec2d& mp : mouse_positions) { + std::vector>> hit_positions_and_facet_ids; + bool clipped_mesh_was_hit = false; - int mesh_id = -1; - // Cast a ray on all meshes, pick the closest hit and save it for the respective mesh - for (const ModelVolume* mv : mo->volumes) { - if (! mv->is_model_part()) - continue; + Vec3f normal = Vec3f::Zero(); + Vec3f hit = Vec3f::Zero(); + size_t facet = 0; + Vec3f closest_hit = Vec3f::Zero(); + double closest_hit_squared_distance = std::numeric_limits::max(); + size_t closest_facet = 0; + int closest_hit_mesh_id = -1; - ++mesh_id; + // Transformations of individual meshes + std::vector trafo_matrices; - trafo_matrices.push_back(instance_trafo * mv->get_matrix()); - hit_positions_and_facet_ids.push_back(std::vector>()); - - if (m_c->raycaster()->raycasters()[mesh_id]->unproject_on_mesh( - mouse_position, - trafo_matrices[mesh_id], - camera, - hit, - normal, - m_clipping_plane.get(), - &facet)) - { - // In case this hit is clipped, skip it. - if (is_mesh_point_clipped(hit.cast())) { - clipped_mesh_was_hit = true; + int mesh_id = -1; + // Cast a ray on all meshes, pick the closest hit and save it for the respective mesh + for (const ModelVolume* mv : mo->volumes) { + if (! mv->is_model_part()) continue; - } - // Is this hit the closest to the camera so far? - double hit_squared_distance = (camera.get_position()-trafo_matrices[mesh_id]*hit.cast()).squaredNorm(); - if (hit_squared_distance < closest_hit_squared_distance) { - closest_hit_squared_distance = hit_squared_distance; - closest_facet = facet; - closest_hit_mesh_id = mesh_id; - closest_hit = hit; + ++mesh_id; + + trafo_matrices.push_back(instance_trafo * mv->get_matrix()); + hit_positions_and_facet_ids.push_back(std::vector>()); + + if (m_c->raycaster()->raycasters()[mesh_id]->unproject_on_mesh( + mp, + trafo_matrices[mesh_id], + camera, + hit, + normal, + m_clipping_plane.get(), + &facet)) + { + // In case this hit is clipped, skip it. + if (is_mesh_point_clipped(hit.cast())) { + clipped_mesh_was_hit = true; + continue; + } + + // Is this hit the closest to the camera so far? + double hit_squared_distance = (camera.get_position()-trafo_matrices[mesh_id]*hit.cast()).squaredNorm(); + if (hit_squared_distance < closest_hit_squared_distance) { + closest_hit_squared_distance = hit_squared_distance; + closest_facet = facet; + closest_hit_mesh_id = mesh_id; + closest_hit = hit; + } } } - } - bool dragging_while_painting = (action == SLAGizmoEventType::Dragging && m_button_down != Button::None); + bool dragging_while_painting = (action == SLAGizmoEventType::Dragging && m_button_down != Button::None); - // The mouse button click detection is enabled when there is a valid hit - // or when the user clicks the clipping plane. Missing the object entirely - // shall not capture the mouse. - if (closest_hit_mesh_id != -1 || clipped_mesh_was_hit) { - if (m_button_down == Button::None) - m_button_down = ((action == SLAGizmoEventType::LeftDown) ? Button::Left : Button::Right); - } - - if (closest_hit_mesh_id == -1) { - // In case we have no valid hit, we can return. The event will - // be stopped in following two cases: - // 1. clicking the clipping plane - // 2. dragging while painting (to prevent scene rotations and moving the object) - return clipped_mesh_was_hit - || dragging_while_painting; - } - - // Find respective mesh id. - // FIXME We need a separate TriangleSelector for each volume mesh. - mesh_id = -1; - //const TriangleMesh* mesh = nullptr; - for (const ModelVolume* mv : mo->volumes) { - if (! mv->is_model_part()) - continue; - ++mesh_id; - if (mesh_id == closest_hit_mesh_id) { - //mesh = &mv->mesh(); - break; + // The mouse button click detection is enabled when there is a valid hit + // or when the user clicks the clipping plane. Missing the object entirely + // shall not capture the mouse. + if (closest_hit_mesh_id != -1 || clipped_mesh_was_hit) { + if (m_button_down == Button::None) + m_button_down = ((action == SLAGizmoEventType::LeftDown) ? Button::Left : Button::Right); } + + if (closest_hit_mesh_id == -1) { + // In case we have no valid hit, we can return. The event will + // be stopped in following two cases: + // 1. clicking the clipping plane + // 2. dragging while painting (to prevent scene rotations and moving the object) + return clipped_mesh_was_hit + || dragging_while_painting; + } + + // Find respective mesh id. + mesh_id = -1; + for (const ModelVolume* mv : mo->volumes) { + if (! mv->is_model_part()) + continue; + ++mesh_id; + if (mesh_id == closest_hit_mesh_id) + break; + } + + const Transform3d& trafo_matrix = trafo_matrices[mesh_id]; + + // Calculate how far can a point be from the line (in mesh coords). + // FIXME: The scaling of the mesh can be non-uniform. + const Vec3d sf = Geometry::Transformation(trafo_matrix).get_scaling_factor(); + const float avg_scaling = (sf(0) + sf(1) + sf(2))/3.; + const float limit = m_cursor_radius/avg_scaling; + + // Calculate direction from camera to the hit (in mesh coords): + Vec3f camera_pos = (trafo_matrix.inverse() * camera.get_position()).cast(); + Vec3f dir = (closest_hit - camera_pos).normalized(); + + assert(mesh_id < int(m_triangle_selectors.size())); + m_triangle_selectors[mesh_id]->select_patch(closest_hit, closest_facet, camera_pos, + dir, limit, new_state); + m_last_mouse_position = mouse_position; } - const Transform3d& trafo_matrix = trafo_matrices[mesh_id]; - - // Calculate how far can a point be from the line (in mesh coords). - // FIXME: The scaling of the mesh can be non-uniform. - const Vec3d sf = Geometry::Transformation(trafo_matrix).get_scaling_factor(); - const float avg_scaling = (sf(0) + sf(1) + sf(2))/3.; - const float limit = m_cursor_radius/avg_scaling; - - // Calculate direction from camera to the hit (in mesh coords): - Vec3f camera_pos = (trafo_matrix.inverse() * camera.get_position()).cast(); - Vec3f dir = (closest_hit - camera_pos).normalized(); - - assert(mesh_id < int(m_triangle_selectors.size())); - m_triangle_selectors[mesh_id]->select_patch(closest_hit, closest_facet, camera_pos, - dir, limit, new_state); - return true; } @@ -430,6 +452,7 @@ bool GLGizmoFdmSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous update_model_object(); m_button_down = Button::None; + m_last_mouse_position = Vec2d::Zero(); return true; } diff --git a/src/slic3r/GUI/Gizmos/GLGizmoFdmSupports.hpp b/src/slic3r/GUI/Gizmos/GLGizmoFdmSupports.hpp index ce24ea8d2..350f7c890 100644 --- a/src/slic3r/GUI/Gizmos/GLGizmoFdmSupports.hpp +++ b/src/slic3r/GUI/Gizmos/GLGizmoFdmSupports.hpp @@ -92,6 +92,7 @@ private: bool m_setting_angle = false; bool m_internal_stack_active = false; bool m_schedule_update = false; + Vec2d m_last_mouse_position = Vec2d::Zero(); // This map holds all translated description texts, so they can be easily referenced during layout calculations // etc. When language changes, GUI is recreated and this class constructed again, so the change takes effect.