Merge pull request #1283 from iXce/master
Panning/rotation/zooming support for 3D viewer
This commit is contained in:
commit
7c4b1bc736
2 changed files with 215 additions and 54 deletions
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@ -1,39 +1,38 @@
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package Slic3r::GUI::PreviewCanvas;
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use strict;
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use warnings;
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use Wx::Event qw(EVT_PAINT EVT_SIZE EVT_ERASE_BACKGROUND EVT_IDLE EVT_TIMER EVT_MOUSEWHEEL);
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use Wx::Event qw(EVT_PAINT EVT_SIZE EVT_ERASE_BACKGROUND EVT_IDLE EVT_MOUSEWHEEL EVT_MOUSE_EVENTS);
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# must load OpenGL *before* Wx::GLCanvas
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use OpenGL qw(:glconstants :glfunctions);
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use OpenGL qw(:glconstants :glfunctions :glufunctions);
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use base qw(Wx::GLCanvas Class::Accessor);
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use Math::Trig qw(asin);
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use List::Util qw(reduce min max);
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use Slic3r::Geometry qw(X Y Z MIN MAX triangle_normal normalize deg2rad tan);
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use Wx::GLCanvas qw(:all);
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__PACKAGE__->mk_accessors( qw(timer x_rot y_rot dirty init mesh_center zoom
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verts norms) );
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__PACKAGE__->mk_accessors( qw(quat dirty init mview_init
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mesh_center mesh_size
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verts norms initpos) );
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sub new {
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my ($class, $parent, $mesh) = @_;
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my $self = $class->SUPER::new($parent);
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$self->quat((0, 0, 0, 1));
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# prepare mesh
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{
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$self->mesh_center($mesh->center);
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$self->zoom(0.1);
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$self->mesh_size($mesh->size);
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my @verts = map $self->zoom * $_, map @{ $mesh->vertices->[$_] }, map @$_, @{$mesh->facets};
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my @verts = map @{ $mesh->vertices->[$_] }, map @$_, @{$mesh->facets};
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$self->verts(OpenGL::Array->new_list(GL_FLOAT, @verts));
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my @norms = map { @$_, @$_, @$_ } map normalize(triangle_normal(map $mesh->vertices->[$_], @$_)), @{$mesh->facets};
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$self->norms(OpenGL::Array->new_list(GL_FLOAT, @norms));
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}
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my $timer = $self->timer( Wx::Timer->new($self) );
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$timer->Start(50);
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$self->x_rot(0);
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$self->y_rot(0);
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EVT_PAINT($self, sub {
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my $dc = Wx::PaintDC->new($self);
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$self->Render($dc);
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@ -45,29 +44,186 @@ sub new {
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$self->Resize( $self->GetSizeWH );
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$self->Refresh;
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});
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EVT_TIMER($self, -1, sub {
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my ($self, $e) = @_;
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$self->x_rot( $self->x_rot - 1 );
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$self->y_rot( $self->y_rot + 2 );
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$self->dirty(1);
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Wx::WakeUpIdle;
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});
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EVT_MOUSEWHEEL($self, sub {
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my ($self, $e) = @_;
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my $zoom = $self->zoom * (1.0 - $e->GetWheelRotation() / $e->GetWheelDelta() / 10);
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$zoom = 0.001 if $zoom < 0.001;
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$zoom = 0.1 if $zoom > 0.1;
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$self->zoom($zoom);
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my $zoom = ($e->GetWheelRotation() / $e->GetWheelDelta() / 10);
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$zoom = $zoom > 0 ? (1.0 + $zoom) : 1 / (1.0 - $zoom);
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my @pos3d = $self->mouse_to_3d($e->GetX(), $e->GetY());
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$self->ZoomTo($zoom, $pos3d[0], $pos3d[1]);
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$self->Refresh;
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});
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EVT_MOUSE_EVENTS($self, sub {
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my ($self, $e) = @_;
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if ($e->Dragging() && $e->LeftIsDown()) {
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$self->handle_rotation($e);
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} elsif ($e->Dragging() && $e->RightIsDown()) {
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$self->handle_translation($e);
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} elsif ($e->LeftUp() || $e->RightUp()) {
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$self->initpos(undef);
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} else {
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$e->Skip();
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}
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});
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return $self;
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}
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sub axis_to_quat {
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my ($ax, $phi) = @_;
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my $lena = sqrt(reduce { $a + $b } (map { $_ * $_ } @$ax));
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my @q = map { $_ * (1 / $lena) } @$ax;
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@q = map { $_ * sin($phi / 2.0) } @q;
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$q[$#q + 1] = cos($phi / 2.0);
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return @q;
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}
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sub project_to_sphere {
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my ($r, $x, $y) = @_;
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my $d = sqrt($x * $x + $y * $y);
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if ($d < $r * 0.70710678118654752440) {
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return sqrt($r * $r - $d * $d);
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} else {
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my $t = $r / 1.41421356237309504880;
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return $t * $t / $d;
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}
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}
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sub cross {
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my ($v1, $v2) = @_;
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return (@$v1[1] * @$v2[2] - @$v1[2] * @$v2[1],
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@$v1[2] * @$v2[0] - @$v1[0] * @$v2[2],
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@$v1[0] * @$v2[1] - @$v1[1] * @$v2[0]);
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}
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sub trackball {
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my ($p1x, $p1y, $p2x, $p2y, $r) = @_;
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if ($p1x == $p2x && $p1y == $p2y) {
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return (0.0, 0.0, 0.0, 1.0);
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}
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my @p1 = ($p1x, $p1y, project_to_sphere($r, $p1x, $p1y));
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my @p2 = ($p2x, $p2y, project_to_sphere($r, $p2x, $p2y));
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my @a = cross(\@p2, \@p1);
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my @d = map { $_ * $_ } (map { $p1[$_] - $p2[$_] } 0 .. $#p1);
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my $t = sqrt(reduce { $a + $b } @d) / (2.0 * $r);
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$t = 1.0 if ($t > 1.0);
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$t = -1.0 if ($t < -1.0);
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my $phi = 2.0 * asin($t);
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return axis_to_quat(\@a, $phi);
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}
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sub quat_to_rotmatrix {
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my ($q) = @_;
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my @m;
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$m[0] = 1.0 - 2.0 * (@$q[1] * @$q[1] + @$q[2] * @$q[2]);
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$m[1] = 2.0 * (@$q[0] * @$q[1] - @$q[2] * @$q[3]);
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$m[2] = 2.0 * (@$q[2] * @$q[0] + @$q[1] * @$q[3]);
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$m[3] = 0.0;
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$m[4] = 2.0 * (@$q[0] * @$q[1] + @$q[2] * @$q[3]);
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$m[5] = 1.0 - 2.0 * (@$q[2] * @$q[2] + @$q[0] * @$q[0]);
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$m[6] = 2.0 * (@$q[1] * @$q[2] - @$q[0] * @$q[3]);
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$m[7] = 0.0;
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$m[8] = 2.0 * (@$q[2] * @$q[0] - @$q[1] * @$q[3]);
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$m[9] = 2.0 * (@$q[1] * @$q[2] + @$q[0] * @$q[3]);
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$m[10] = 1.0 - 2.0 * (@$q[1] * @$q[1] + @$q[0] * @$q[0]);
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$m[11] = 0.0;
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$m[12] = 0.0;
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$m[13] = 0.0;
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$m[14] = 0.0;
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$m[15] = 1.0;
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return @m;
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}
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sub mulquats {
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my ($q1, $rq) = @_;
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return (@$q1[3] * @$rq[0] + @$q1[0] * @$rq[3] + @$q1[1] * @$rq[2] - @$q1[2] * @$rq[1],
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@$q1[3] * @$rq[1] + @$q1[1] * @$rq[3] + @$q1[2] * @$rq[0] - @$q1[0] * @$rq[2],
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@$q1[3] * @$rq[2] + @$q1[2] * @$rq[3] + @$q1[0] * @$rq[1] - @$q1[1] * @$rq[0],
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@$q1[3] * @$rq[3] - @$q1[0] * @$rq[0] - @$q1[1] * @$rq[1] - @$q1[2] * @$rq[2])
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}
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sub handle_rotation {
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my ($self, $e) = @_;
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if (not defined $self->initpos) {
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$self->initpos($e->GetPosition());
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} else {
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my ($orig, $new, $size, @quat);
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$orig = $self->initpos;
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$new = $e->GetPosition();
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$size = $self->GetClientSize();
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@quat = trackball($orig->x / ($size->width / 2) - 1,
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1 - $orig->y / ($size->height / 2),
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$new->x / ($size->width / 2) - 1,
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1 - $new->y / ($size->height / 2),
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0.8);
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$self->quat(mulquats($self->quat, \@quat));
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$self->initpos($new);
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$self->Refresh;
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}
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}
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sub handle_translation {
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my ($self, $e) = @_;
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if (not defined $self->initpos) {
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$self->initpos($e->GetPosition());
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} else {
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my ($orig, @orig3d, $new, @new3d);
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$new = $e->GetPosition();
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$orig = $self->initpos;
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@orig3d = $self->mouse_to_3d($orig->x, $orig->y);
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@new3d = $self->mouse_to_3d($new->x, $new->y);
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glTranslatef($new3d[0] - $orig3d[0], $new3d[1] - $orig3d[1], 0);
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$self->initpos($new);
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$self->Refresh;
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}
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}
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sub mouse_to_3d {
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my ($self, $x, $y) = @_;
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my @viewport = glGetIntegerv_p(GL_VIEWPORT);
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my @mview = glGetDoublev_p(GL_MODELVIEW_MATRIX);
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my @proj = glGetDoublev_p(GL_PROJECTION_MATRIX);
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my @projected = gluUnProject_p($x, $viewport[3] - $y, 1.0,
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$mview[0], $mview[1], $mview[2], $mview[3],
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$mview[4], $mview[5], $mview[6], $mview[7],
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$mview[8], $mview[9], $mview[10], $mview[11],
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$mview[12], $mview[13], $mview[14], $mview[15],
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$proj[0], $proj[1], $proj[2], $proj[3],
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$proj[4], $proj[5], $proj[6], $proj[7],
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$proj[8], $proj[9], $proj[10], $proj[11],
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$proj[12], $proj[13], $proj[14], $proj[15],
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$viewport[0], $viewport[1], $viewport[2], $viewport[3]);
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return @projected;
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}
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sub ZoomTo {
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my ($self, $factor, $tox, $toy) = @_;
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glTranslatef($tox, $toy, 0);
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glMatrixMode(GL_MODELVIEW);
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$self->Zoom($factor);
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glTranslatef(-$tox, -$toy, 0);
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}
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sub Zoom {
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my ($self, $factor) = @_;
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glScalef($factor, $factor, 1);
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}
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sub GetContext {
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my ($self) = @_;
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@ -87,7 +243,17 @@ sub SetCurrent {
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return $self->SUPER::SetCurrent;
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}
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}
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sub ResetModelView {
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my ($self, $factor) = @_;
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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my $mesh_size = $self->mesh_size;
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my $win_size = $self->GetClientSize();
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my $ratio = $factor * min($win_size->width, $win_size->height) / max(@$mesh_size);
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glScalef($ratio, $ratio, 1);
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}
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sub Resize {
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my ($self, $x, $y) = @_;
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@ -99,27 +265,18 @@ sub Resize {
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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my_gluPerspective(45, $x/$y, .5, 100);
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my $mesh_size = $self->mesh_size;
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glOrtho(-$x/2, $x/2, -$y/2, $y/2, 0.5, 2 * max(@$mesh_size));
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glMatrixMode(GL_MODELVIEW);
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}
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sub my_gluPerspective {
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my ($fov, $ratio, $near, $far) = @_;
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my $top = tan(deg2rad($fov)*0.5) * $near;
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my $bottom = -$top;
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my $left = $ratio * $bottom;
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my $right = $ratio * $top;
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glFrustum( $left, $right, $bottom, $top, $near, $far );
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unless ($self->mview_init) {
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$self->mview_init(1);
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$self->ResetModelView(0.9);
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}
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}
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sub DESTROY {
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my $self = shift;
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$self->timer->Stop;
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$self->timer(undef);
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}
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sub InitGL {
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@ -161,18 +318,21 @@ sub Render {
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return unless $self->GetContext;
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$self->SetCurrent($self->GetContext);
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$self->InitGL;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glPushMatrix();
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glTranslatef( 0, 0, -5 );
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# this needs to get a lot better...
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glRotatef( $self->x_rot, 1, 0, 0 );
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glRotatef( $self->y_rot, 0, 0, 1 );
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glTranslatef(map -$_ * $self->zoom, @{ $self->mesh_center });
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$self->draw_mesh;
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my $mesh_size = $self->mesh_size;
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glTranslatef(0, 0, -max(@$mesh_size[0..1]));
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my @rotmat = quat_to_rotmatrix($self->quat);
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glMultMatrixd_p($rotmat[0], $rotmat[1], $rotmat[2], $rotmat[3],
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$rotmat[4], $rotmat[5], $rotmat[6], $rotmat[7],
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$rotmat[8], $rotmat[9], $rotmat[10], $rotmat[11],
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$rotmat[12], $rotmat[13], $rotmat[14], $rotmat[15]);
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glTranslatef(map -$_, @{ $self->mesh_center });
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$self->draw_mesh;
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glPopMatrix();
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glFlush();
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@ -12,6 +12,7 @@ BEGIN {
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use Getopt::Long qw(:config no_auto_abbrev);
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use Slic3r;
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use Slic3r::GUI;
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use Slic3r::GUI::PreviewCanvas;
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$|++;
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my %opt = ();
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