1) Reworked logic for pasting volumes

2) Fixed paste of volumes into different objects

3) Do not apply offset when pasting into the copied object

4) Keep source transformation matrix and relative positions when copy/pasting volumes into another object
This commit is contained in:
Enrico Turri 2019-06-24 12:26:11 +02:00
parent 1c895ee6a0
commit 6b0d75127b
4 changed files with 103 additions and 67 deletions
src/libslic3r

View file

@ -1409,6 +1409,63 @@ Transformation Transformation::operator * (const Transformation& other) const
return Transformation(get_matrix() * other.get_matrix());
}
Transformation Transformation::volume_to_bed_transformation(const Transformation& instance_transformation, const BoundingBoxf3& bbox)
{
Transformation out;
if (instance_transformation.is_scaling_uniform()) {
// No need to run the non-linear least squares fitting for uniform scaling.
// Just set the inverse.
out.set_from_transform(instance_transformation.get_matrix(true).inverse());
}
else if (is_rotation_ninety_degrees(instance_transformation.get_rotation()))
{
// Anisotropic scaling, rotation by multiples of ninety degrees.
Eigen::Matrix3d instance_rotation_trafo =
(Eigen::AngleAxisd(instance_transformation.get_rotation().z(), Vec3d::UnitZ()) *
Eigen::AngleAxisd(instance_transformation.get_rotation().y(), Vec3d::UnitY()) *
Eigen::AngleAxisd(instance_transformation.get_rotation().x(), Vec3d::UnitX())).toRotationMatrix();
Eigen::Matrix3d volume_rotation_trafo =
(Eigen::AngleAxisd(-instance_transformation.get_rotation().x(), Vec3d::UnitX()) *
Eigen::AngleAxisd(-instance_transformation.get_rotation().y(), Vec3d::UnitY()) *
Eigen::AngleAxisd(-instance_transformation.get_rotation().z(), Vec3d::UnitZ())).toRotationMatrix();
// 8 corners of the bounding box.
auto pts = Eigen::MatrixXd(8, 3);
pts(0, 0) = bbox.min.x(); pts(0, 1) = bbox.min.y(); pts(0, 2) = bbox.min.z();
pts(1, 0) = bbox.min.x(); pts(1, 1) = bbox.min.y(); pts(1, 2) = bbox.max.z();
pts(2, 0) = bbox.min.x(); pts(2, 1) = bbox.max.y(); pts(2, 2) = bbox.min.z();
pts(3, 0) = bbox.min.x(); pts(3, 1) = bbox.max.y(); pts(3, 2) = bbox.max.z();
pts(4, 0) = bbox.max.x(); pts(4, 1) = bbox.min.y(); pts(4, 2) = bbox.min.z();
pts(5, 0) = bbox.max.x(); pts(5, 1) = bbox.min.y(); pts(5, 2) = bbox.max.z();
pts(6, 0) = bbox.max.x(); pts(6, 1) = bbox.max.y(); pts(6, 2) = bbox.min.z();
pts(7, 0) = bbox.max.x(); pts(7, 1) = bbox.max.y(); pts(7, 2) = bbox.max.z();
// Corners of the bounding box transformed into the modifier mesh coordinate space, with inverse rotation applied to the modifier.
auto qs = pts *
(instance_rotation_trafo *
Eigen::Scaling(instance_transformation.get_scaling_factor().cwiseProduct(instance_transformation.get_mirror())) *
volume_rotation_trafo).inverse().transpose();
// Fill in scaling based on least squares fitting of the bounding box corners.
Vec3d scale;
for (int i = 0; i < 3; ++i)
scale(i) = pts.col(i).dot(qs.col(i)) / pts.col(i).dot(pts.col(i));
out.set_rotation(Geometry::extract_euler_angles(volume_rotation_trafo));
out.set_scaling_factor(Vec3d(std::abs(scale(0)), std::abs(scale(1)), std::abs(scale(2))));
out.set_mirror(Vec3d(scale(0) > 0 ? 1. : -1, scale(1) > 0 ? 1. : -1, scale(2) > 0 ? 1. : -1));
}
else
{
// General anisotropic scaling, general rotation.
// Keep the modifier mesh in the instance coordinate system, so the modifier mesh will not be aligned with the world.
// Scale it to get the required size.
out.set_scaling_factor(instance_transformation.get_scaling_factor().cwiseInverse());
}
return out;
}
Eigen::Quaterniond rotation_xyz_diff(const Vec3d &rot_xyz_from, const Vec3d &rot_xyz_to)
{
return