Lay flat - rotation is now done in one go directly about the necessary axis
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@ -140,10 +140,16 @@ sub new {
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};
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# callback to react to gizmo rotate
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# omitting last three parameters means rotation around Z
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# otherwise they are the components of the rotation axis vector
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my $on_gizmo_rotate = sub {
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my ($angle_z, $angle_y) = @_;
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$self->rotate(rad2deg($angle_z), Z, 'absolute');
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$self->rotate(rad2deg($angle_y), Y, 'absolute') if $angle_y != 0;
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my ($angle, $axis_x, $axis_y, $axis_z) = @_;
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if (!defined $axis_x) {
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$self->rotate(rad2deg($angle), Z, 'absolute');
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}
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else {
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$self->rotate(rad2deg($angle), undef, 'absolute', $axis_x, $axis_y, $axis_z) if $angle != 0;
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}
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};
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# callback to update object's geometry info while using gizmos
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@ -1031,28 +1037,40 @@ sub _get_number_from_user {
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}
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sub rotate {
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my ($self, $angle, $axis, $relative_key) = @_;
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my ($self, $angle, $axis, $relative_key, $axis_x, $axis_y, $axis_z) = @_;
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$relative_key //= 'absolute'; # relative or absolute coordinates
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$axis //= Z; # angle is in degrees
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$axis_x //= 0;
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$axis_y //= 0;
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$axis_z //= 0;
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my $relative = $relative_key eq 'relative';
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my ($obj_idx, $object) = $self->selected_object;
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return if !defined $obj_idx;
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my $model_object = $self->{model}->objects->[$obj_idx];
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my $model_instance = $model_object->instances->[0];
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if (!defined $angle) {
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my $axis_name = $axis == X ? 'X' : $axis == Y ? 'Y' : 'Z';
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my $default = $axis == Z ? rad2deg($model_instance->rotation) : 0;
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$angle = $self->_get_number_from_user(L("Enter the rotation angle:"), L("Rotate around ").$axis_name.(" axis"), L("Invalid rotation angle entered"), $default);
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return if $angle eq '';
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}
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# Let's calculate vector of rotation axis (if we don't have it already)
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# The minus is there so that the direction is the same as was established
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if (defined $axis) {
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if ($axis == X) {
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$axis_x = -1;
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}
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if ($axis == Y) {
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$axis_y = -1;
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}
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}
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$self->stop_background_process;
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if ($axis == Z) {
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if (defined $axis && $axis == Z) {
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my $new_angle = deg2rad($angle);
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foreach my $inst (@{ $model_object->instances }) {
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my $rotation = ($relative ? $inst->rotation : 0.) + $new_angle;
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@ -1067,13 +1085,15 @@ sub rotate {
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}
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# $object->transform_thumbnail($self->{model}, $obj_idx);
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} else {
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# rotation around X and Y needs to be performed on mesh
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# so we first apply any Z rotation
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if ($model_instance->rotation != 0) {
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$model_object->rotate($model_instance->rotation, Z);
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$_->set_rotation(0) for @{ $model_object->instances };
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if (defined $axis) {
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# rotation around X and Y needs to be performed on mesh
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# so we first apply any Z rotation
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if ($model_instance->rotation != 0) {
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$model_object->rotate($model_instance->rotation, Slic3r::Pointf3->new(0, 0, -1));
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$_->set_rotation(0) for @{ $model_object->instances };
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}
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}
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$model_object->rotate(deg2rad($angle), $axis);
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$model_object->rotate(deg2rad($angle), Slic3r::Pointf3->new($axis_x, $axis_y, $axis_z));
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# # realign object to Z = 0
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# $model_object->center_around_origin;
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@ -1099,7 +1119,7 @@ sub mirror {
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# apply Z rotation before mirroring
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if ($model_instance->rotation != 0) {
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$model_object->rotate($model_instance->rotation, Z);
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$model_object->rotate($model_instance->rotation, Slic3r::Pointf3->new(0, 0, 1));
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$_->set_rotation(0) for @{ $model_object->instances };
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}
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@ -1146,7 +1166,7 @@ sub changescale {
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# apply Z rotation before scaling
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if ($model_instance->rotation != 0) {
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$model_object->rotate($model_instance->rotation, Z);
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$model_object->rotate($model_instance->rotation, Slic3r::Pointf3->new(0, 0, 1));
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$_->set_rotation(0) for @{ $model_object->instances };
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}
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@ -725,7 +725,7 @@ void ModelObject::scale(const Pointf3 &versor)
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this->invalidate_bounding_box();
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}
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void ModelObject::rotate(float angle, const Axis &axis)
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void ModelObject::rotate(float angle, const Pointf3& axis)
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{
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for (ModelVolume *v : this->volumes)
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{
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@ -120,7 +120,7 @@ public:
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void translate(const Vectorf3 &vector) { this->translate(vector.x, vector.y, vector.z); }
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void translate(coordf_t x, coordf_t y, coordf_t z);
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void scale(const Pointf3 &versor);
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void rotate(float angle, const Axis &axis);
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void rotate(float angle, const Pointf3& axis);
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void transform(const float* matrix3x4);
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void mirror(const Axis &axis);
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size_t materials_count() const;
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@ -324,6 +324,17 @@ void TriangleMesh::translate(float x, float y, float z)
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stl_invalidate_shared_vertices(&this->stl);
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}
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void TriangleMesh::rotate(float angle, Pointf3 axis)
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{
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if (angle == 0.f)
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return;
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axis = normalize(axis);
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Eigen::Transform<float, 3, Eigen::Affine> m = Eigen::Transform<float, 3, Eigen::Affine>::Identity();
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m.rotate(Eigen::AngleAxisf(angle, Eigen::Vector3f(axis.x, axis.y, axis.z)));
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stl_transform(&stl, (float*)m.data());
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}
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void TriangleMesh::rotate(float angle, const Axis &axis)
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{
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if (angle == 0.f)
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@ -40,6 +40,7 @@ public:
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void scale(const Pointf3 &versor);
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void translate(float x, float y, float z);
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void rotate(float angle, const Axis &axis);
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void rotate(float angle, Pointf3 axis);
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void rotate_x(float angle);
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void rotate_y(float angle);
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void rotate_z(float angle);
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@ -2805,9 +2805,9 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
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// Rotate the object so the normal points downward:
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Pointf3 normal = m_gizmos.get_flattening_normal();
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if (normal.x != 0.f || normal.y != 0.f || normal.z != 0.f) {
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float angle_z = -atan2(normal.y, normal.x);
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float angle_y = M_PI - atan2(normal.x*cos(angle_z)-normal.y*sin(angle_z), normal.z);
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m_on_gizmo_rotate_callback.call((double)angle_z, (double)angle_y);
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Pointf3 axis = normal.z > 0.999f ? Pointf3(1, 0, 0) : cross(normal, Pointf3(0.f, 0.f, -1.f));
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float angle = -acos(-normal.z);
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m_on_gizmo_rotate_callback.call(angle, axis.x, axis.y, axis.z);
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}
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}
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}
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@ -3093,7 +3093,7 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
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}
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case Gizmos::Rotate:
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{
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m_on_gizmo_rotate_callback.call((double)m_gizmos.get_angle_z(), 0.);
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m_on_gizmo_rotate_callback.call((double)m_gizmos.get_angle_z());
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break;
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}
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default:
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@ -706,12 +706,14 @@ void GLGizmoFlatten::update_planes()
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}
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polygon = Slic3r::Geometry::convex_hull(polygon); // To remove the inner points
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// Calculate area of the polygon and discard ones that are too small
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// We will calculate area of the polygon and discard ones that are too small
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// The limit is more forgiving in case the normal is in the direction of the coordinate axes
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const float minimal_area = (std::abs(normal.x) > 0.999f || std::abs(normal.y) > 0.999f || std::abs(normal.z) > 0.999f) ? 1.f : 20.f;
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float area = 0.f;
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for (unsigned int i = 0; i < polygon.size(); i++) // Shoelace formula
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area += polygon[i].x*polygon[i+1 < polygon.size() ? i+1 : 0 ].y - polygon[i+1 < polygon.size() ? i+1 : 0].x*polygon[i].y;
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area = std::abs(area/2.f);
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if (area < 20.f) {
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if (area < minimal_area) {
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m_planes.erase(m_planes.begin()+(polygon_id--));
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continue;
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}
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@ -301,7 +301,8 @@ ModelMaterial::attributes()
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void translate(double x, double y, double z);
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void scale_xyz(Pointf3* versor)
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%code{% THIS->scale(*versor); %};
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void rotate(float angle, Axis axis);
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void rotate(float angle, Pointf3* axis)
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%code{% THIS->rotate(angle, *axis); %};
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void mirror(Axis axis);
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Model* cut(double z)
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