Constrained camera target set as default

This commit is contained in:
Enrico Turri 2019-01-02 08:55:56 +01:00
parent 9bd5728508
commit 447a51a3c8
3 changed files with 0 additions and 63 deletions

View file

@ -34,8 +34,6 @@
#define ENABLE_SLA_SUPPORT_GIZMO_MOD (1 && ENABLE_1_42_0)
// Removes the wxNotebook from plater
#define ENABLE_REMOVE_TABS_FROM_PLATER (1 && ENABLE_1_42_0)
// Constrains the camera target into the scene bounding box
#define ENABLE_CONSTRAINED_CAMERA_TARGET (1 && ENABLE_1_42_0)
// Use wxDataViewRender instead of wxDataViewCustomRenderer
#define ENABLE_NONCUSTOM_DATA_VIEW_RENDERING (0 && ENABLE_1_42_0)
// Adds background texture to toolbars

View file

@ -280,13 +280,8 @@ GLCanvas3D::Camera::Camera()
, zoom(1.0f)
, phi(45.0f)
// , distance(0.0f)
#if !ENABLE_CONSTRAINED_CAMERA_TARGET
, target(0.0, 0.0, 0.0)
#endif // !ENABLE_CONSTRAINED_CAMERA_TARGET
, m_theta(45.0f)
#if ENABLE_CONSTRAINED_CAMERA_TARGET
, m_target(Vec3d::Zero())
#endif // ENABLE_CONSTRAINED_CAMERA_TARGET
{
}
@ -309,7 +304,6 @@ void GLCanvas3D::Camera::set_theta(float theta)
m_theta = clamp(0.0f, GIMBALL_LOCK_THETA_MAX, theta);
}
#if ENABLE_CONSTRAINED_CAMERA_TARGET
void GLCanvas3D::Camera::set_target(const Vec3d& target, GLCanvas3D& canvas)
{
m_target = target;
@ -328,7 +322,6 @@ void GLCanvas3D::Camera::set_scene_box(const BoundingBoxf3& box, GLCanvas3D& can
canvas.viewport_changed();
}
}
#endif // ENABLE_CONSTRAINED_CAMERA_TARGET
GLCanvas3D::Bed::Bed()
: m_type(Custom)
@ -4083,14 +4076,12 @@ BoundingBoxf3 GLCanvas3D::volumes_bounding_box() const
return bb;
}
#if ENABLE_CONSTRAINED_CAMERA_TARGET
BoundingBoxf3 GLCanvas3D::scene_bounding_box() const
{
BoundingBoxf3 bb = volumes_bounding_box();
bb.merge(m_bed.get_bounding_box());
return bb;
}
#endif // ENABLE_CONSTRAINED_CAMERA_TARGET
bool GLCanvas3D::is_layers_editing_enabled() const
{
@ -4226,12 +4217,8 @@ void GLCanvas3D::set_viewport_from_scene(const GLCanvas3D& other)
{
m_camera.phi = other.m_camera.phi;
m_camera.set_theta(other.m_camera.get_theta());
#if ENABLE_CONSTRAINED_CAMERA_TARGET
m_camera.set_scene_box(other.m_camera.get_scene_box(), *this);
m_camera.set_target(other.m_camera.get_target(), *this);
#else
m_camera.target = other.m_camera.target;
#endif // ENABLE_CONSTRAINED_CAMERA_TARGET
m_camera.zoom = other.m_camera.zoom;
m_dirty = true;
}
@ -4783,10 +4770,8 @@ void GLCanvas3D::reload_scene(bool refresh_immediately, bool force_full_scene_re
// restore to default value
m_regenerate_volumes = true;
#if ENABLE_CONSTRAINED_CAMERA_TARGET
m_camera.set_scene_box(scene_bounding_box(), *this);
m_camera.set_target(m_camera.get_target(), *this);
#endif // ENABLE_CONSTRAINED_CAMERA_TARGET
// and force this canvas to be redrawn.
m_dirty = true;
@ -5343,11 +5328,7 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
float z = 0.0f;
const Vec3d& cur_pos = _mouse_to_3d(pos, &z);
Vec3d orig = _mouse_to_3d(m_mouse.drag.start_position_2D, &z);
#if ENABLE_CONSTRAINED_CAMERA_TARGET
m_camera.set_target(m_camera.get_target() + orig - cur_pos, *this);
#else
m_camera.target += orig - cur_pos;
#endif // ENABLE_CONSTRAINED_CAMERA_TARGET
viewport_changed();
@ -5433,10 +5414,8 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
// Let the platter know that the dragging finished, so a delayed refresh
// of the scene with the background processing data should be performed.
post_event(SimpleEvent(EVT_GLCANVAS_MOUSE_DRAGGING_FINISHED));
#if ENABLE_CONSTRAINED_CAMERA_TARGET
m_camera.set_scene_box(scene_bounding_box(), *this);
set_camera_zoom(0.0f);
#endif // ENABLE_CONSTRAINED_CAMERA_TARGET
}
m_moving = false;
@ -6075,11 +6054,7 @@ void GLCanvas3D::_zoom_to_bounding_box(const BoundingBoxf3& bbox)
{
m_camera.zoom = zoom;
// center view around bounding box center
#if ENABLE_CONSTRAINED_CAMERA_TARGET
m_camera.set_target(bbox.center(), *this);
#else
m_camera.target = bbox.center();
#endif // ENABLE_CONSTRAINED_CAMERA_TARGET
viewport_changed();
@ -6201,12 +6176,8 @@ void GLCanvas3D::_camera_tranform() const
::glRotatef(-m_camera.get_theta(), 1.0f, 0.0f, 0.0f); // pitch
::glRotatef(m_camera.phi, 0.0f, 0.0f, 1.0f); // yaw
#if ENABLE_CONSTRAINED_CAMERA_TARGET
Vec3d target = -m_camera.get_target();
::glTranslated(target(0), target(1), target(2));
#else
::glTranslated(-m_camera.target(0), -m_camera.target(1), -m_camera.target(2));
#endif // ENABLE_CONSTRAINED_CAMERA_TARGET
}
void GLCanvas3D::_picking_pass() const
@ -6555,7 +6526,6 @@ void GLCanvas3D::_render_camera_target() const
::glLineWidth(2.0f);
::glBegin(GL_LINES);
#if ENABLE_CONSTRAINED_CAMERA_TARGET
const Vec3d& target = m_camera.get_target();
// draw line for x axis
::glColor3f(1.0f, 0.0f, 0.0f);
@ -6569,22 +6539,6 @@ void GLCanvas3D::_render_camera_target() const
::glColor3f(0.0f, 0.0f, 1.0f);
::glVertex3d(target(0), target(1), target(2) - half_length);
::glVertex3d(target(0), target(1), target(2) + half_length);
#else
// draw line for x axis
::glColor3f(1.0f, 0.0f, 0.0f);
::glVertex3d(m_camera.target(0) - half_length, m_camera.target(1), m_camera.target(2));
::glVertex3d(m_camera.target(0) + half_length, m_camera.target(1), m_camera.target(2));
// draw line for y axis
::glColor3f(0.0f, 1.0f, 0.0f);
::glVertex3d(m_camera.target(0), m_camera.target(1) - half_length, m_camera.target(2));
::glVertex3d(m_camera.target(0), m_camera.target(1) + half_length, m_camera.target(2));
::glEnd();
::glBegin(GL_LINES);
::glColor3f(0.0f, 0.0f, 1.0f);
::glVertex3d(m_camera.target(0), m_camera.target(1), m_camera.target(2) - half_length);
::glVertex3d(m_camera.target(0), m_camera.target(1), m_camera.target(2) + half_length);
#endif // ENABLE_CONSTRAINED_CAMERA_TARGET
::glEnd();
}
#endif // ENABLE_SHOW_CAMERA_TARGET

View file

@ -157,15 +157,10 @@ class GLCanvas3D
float zoom;
float phi;
// float distance;
#if !ENABLE_CONSTRAINED_CAMERA_TARGET
Vec3d target;
#endif // ENABLE_CONSTRAINED_CAMERA_TARGET
private:
#if ENABLE_CONSTRAINED_CAMERA_TARGET
Vec3d m_target;
BoundingBoxf3 m_scene_box;
#endif // ENABLE_CONSTRAINED_CAMERA_TARGET
float m_theta;
public:
@ -176,13 +171,11 @@ class GLCanvas3D
float get_theta() const { return m_theta; }
void set_theta(float theta);
#if ENABLE_CONSTRAINED_CAMERA_TARGET
const Vec3d& get_target() const { return m_target; }
void set_target(const Vec3d& target, GLCanvas3D& canvas);
const BoundingBoxf3& get_scene_box() const { return m_scene_box; }
void set_scene_box(const BoundingBoxf3& box, GLCanvas3D& canvas);
#endif // ENABLE_CONSTRAINED_CAMERA_TARGET
};
class Bed
@ -865,10 +858,6 @@ private:
wxWindow *m_external_gizmo_widgets_parent;
#endif // not ENABLE_IMGUI
#if !ENABLE_CONSTRAINED_CAMERA_TARGET
void viewport_changed();
#endif // !ENABLE_CONSTRAINED_CAMERA_TARGET
public:
GLCanvas3D(wxGLCanvas* canvas);
~GLCanvas3D();
@ -933,9 +922,7 @@ public:
float get_camera_zoom() const;
BoundingBoxf3 volumes_bounding_box() const;
#if ENABLE_CONSTRAINED_CAMERA_TARGET
BoundingBoxf3 scene_bounding_box() const;
#endif // ENABLE_CONSTRAINED_CAMERA_TARGET
bool is_layers_editing_enabled() const;
bool is_layers_editing_allowed() const;
@ -1026,9 +1013,7 @@ public:
void update_gizmos_on_off_state();
#if ENABLE_CONSTRAINED_CAMERA_TARGET
void viewport_changed();
#endif // ENABLE_CONSTRAINED_CAMERA_TARGET
void handle_sidebar_focus_event(const std::string& opt_key, bool focus_on);