Lay flat - rotation is now done in one go directly about the necessary axis

This commit is contained in:
Lukas Matena 2018-08-21 15:40:11 +02:00
parent d197a5149a
commit 86b67bbd42
8 changed files with 62 additions and 27 deletions

View File

@ -140,10 +140,16 @@ sub new {
}; };
# callback to react to gizmo rotate # callback to react to gizmo rotate
# omitting last three parameters means rotation around Z
# otherwise they are the components of the rotation axis vector
my $on_gizmo_rotate = sub { my $on_gizmo_rotate = sub {
my ($angle_z, $angle_y) = @_; my ($angle, $axis_x, $axis_y, $axis_z) = @_;
$self->rotate(rad2deg($angle_z), Z, 'absolute'); if (!defined $axis_x) {
$self->rotate(rad2deg($angle_y), Y, 'absolute') if $angle_y != 0; $self->rotate(rad2deg($angle), Z, 'absolute');
}
else {
$self->rotate(rad2deg($angle), undef, 'absolute', $axis_x, $axis_y, $axis_z) if $angle != 0;
}
}; };
# callback to update object's geometry info while using gizmos # callback to update object's geometry info while using gizmos
@ -1031,28 +1037,40 @@ sub _get_number_from_user {
} }
sub rotate { sub rotate {
my ($self, $angle, $axis, $relative_key) = @_; my ($self, $angle, $axis, $relative_key, $axis_x, $axis_y, $axis_z) = @_;
$relative_key //= 'absolute'; # relative or absolute coordinates $relative_key //= 'absolute'; # relative or absolute coordinates
$axis //= Z; # angle is in degrees $axis_x //= 0;
$axis_y //= 0;
$axis_z //= 0;
my $relative = $relative_key eq 'relative'; my $relative = $relative_key eq 'relative';
my ($obj_idx, $object) = $self->selected_object; my ($obj_idx, $object) = $self->selected_object;
return if !defined $obj_idx; return if !defined $obj_idx;
my $model_object = $self->{model}->objects->[$obj_idx]; my $model_object = $self->{model}->objects->[$obj_idx];
my $model_instance = $model_object->instances->[0]; my $model_instance = $model_object->instances->[0];
if (!defined $angle) { if (!defined $angle) {
my $axis_name = $axis == X ? 'X' : $axis == Y ? 'Y' : 'Z'; my $axis_name = $axis == X ? 'X' : $axis == Y ? 'Y' : 'Z';
my $default = $axis == Z ? rad2deg($model_instance->rotation) : 0; my $default = $axis == Z ? rad2deg($model_instance->rotation) : 0;
$angle = $self->_get_number_from_user(L("Enter the rotation angle:"), L("Rotate around ").$axis_name.(" axis"), L("Invalid rotation angle entered"), $default); $angle = $self->_get_number_from_user(L("Enter the rotation angle:"), L("Rotate around ").$axis_name.(" axis"), L("Invalid rotation angle entered"), $default);
return if $angle eq ''; return if $angle eq '';
} }
# Let's calculate vector of rotation axis (if we don't have it already)
# The minus is there so that the direction is the same as was established
if (defined $axis) {
if ($axis == X) {
$axis_x = -1;
}
if ($axis == Y) {
$axis_y = -1;
}
}
$self->stop_background_process; $self->stop_background_process;
if ($axis == Z) { if (defined $axis && $axis == Z) {
my $new_angle = deg2rad($angle); my $new_angle = deg2rad($angle);
foreach my $inst (@{ $model_object->instances }) { foreach my $inst (@{ $model_object->instances }) {
my $rotation = ($relative ? $inst->rotation : 0.) + $new_angle; my $rotation = ($relative ? $inst->rotation : 0.) + $new_angle;
@ -1067,13 +1085,15 @@ sub rotate {
} }
# $object->transform_thumbnail($self->{model}, $obj_idx); # $object->transform_thumbnail($self->{model}, $obj_idx);
} else { } else {
# rotation around X and Y needs to be performed on mesh if (defined $axis) {
# so we first apply any Z rotation # rotation around X and Y needs to be performed on mesh
if ($model_instance->rotation != 0) { # so we first apply any Z rotation
$model_object->rotate($model_instance->rotation, Z); if ($model_instance->rotation != 0) {
$_->set_rotation(0) for @{ $model_object->instances }; $model_object->rotate($model_instance->rotation, Slic3r::Pointf3->new(0, 0, -1));
$_->set_rotation(0) for @{ $model_object->instances };
}
} }
$model_object->rotate(deg2rad($angle), $axis); $model_object->rotate(deg2rad($angle), Slic3r::Pointf3->new($axis_x, $axis_y, $axis_z));
# # realign object to Z = 0 # # realign object to Z = 0
# $model_object->center_around_origin; # $model_object->center_around_origin;
@ -1099,7 +1119,7 @@ sub mirror {
# apply Z rotation before mirroring # apply Z rotation before mirroring
if ($model_instance->rotation != 0) { if ($model_instance->rotation != 0) {
$model_object->rotate($model_instance->rotation, Z); $model_object->rotate($model_instance->rotation, Slic3r::Pointf3->new(0, 0, 1));
$_->set_rotation(0) for @{ $model_object->instances }; $_->set_rotation(0) for @{ $model_object->instances };
} }
@ -1146,7 +1166,7 @@ sub changescale {
# apply Z rotation before scaling # apply Z rotation before scaling
if ($model_instance->rotation != 0) { if ($model_instance->rotation != 0) {
$model_object->rotate($model_instance->rotation, Z); $model_object->rotate($model_instance->rotation, Slic3r::Pointf3->new(0, 0, 1));
$_->set_rotation(0) for @{ $model_object->instances }; $_->set_rotation(0) for @{ $model_object->instances };
} }

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@ -725,7 +725,7 @@ void ModelObject::scale(const Pointf3 &versor)
this->invalidate_bounding_box(); this->invalidate_bounding_box();
} }
void ModelObject::rotate(float angle, const Axis &axis) void ModelObject::rotate(float angle, const Pointf3& axis)
{ {
for (ModelVolume *v : this->volumes) for (ModelVolume *v : this->volumes)
{ {

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@ -120,7 +120,7 @@ public:
void translate(const Vectorf3 &vector) { this->translate(vector.x, vector.y, vector.z); } void translate(const Vectorf3 &vector) { this->translate(vector.x, vector.y, vector.z); }
void translate(coordf_t x, coordf_t y, coordf_t z); void translate(coordf_t x, coordf_t y, coordf_t z);
void scale(const Pointf3 &versor); void scale(const Pointf3 &versor);
void rotate(float angle, const Axis &axis); void rotate(float angle, const Pointf3& axis);
void transform(const float* matrix3x4); void transform(const float* matrix3x4);
void mirror(const Axis &axis); void mirror(const Axis &axis);
size_t materials_count() const; size_t materials_count() const;

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@ -324,6 +324,17 @@ void TriangleMesh::translate(float x, float y, float z)
stl_invalidate_shared_vertices(&this->stl); stl_invalidate_shared_vertices(&this->stl);
} }
void TriangleMesh::rotate(float angle, Pointf3 axis)
{
if (angle == 0.f)
return;
axis = normalize(axis);
Eigen::Transform<float, 3, Eigen::Affine> m = Eigen::Transform<float, 3, Eigen::Affine>::Identity();
m.rotate(Eigen::AngleAxisf(angle, Eigen::Vector3f(axis.x, axis.y, axis.z)));
stl_transform(&stl, (float*)m.data());
}
void TriangleMesh::rotate(float angle, const Axis &axis) void TriangleMesh::rotate(float angle, const Axis &axis)
{ {
if (angle == 0.f) if (angle == 0.f)

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@ -40,6 +40,7 @@ public:
void scale(const Pointf3 &versor); void scale(const Pointf3 &versor);
void translate(float x, float y, float z); void translate(float x, float y, float z);
void rotate(float angle, const Axis &axis); void rotate(float angle, const Axis &axis);
void rotate(float angle, Pointf3 axis);
void rotate_x(float angle); void rotate_x(float angle);
void rotate_y(float angle); void rotate_y(float angle);
void rotate_z(float angle); void rotate_z(float angle);

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@ -2805,9 +2805,9 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
// Rotate the object so the normal points downward: // Rotate the object so the normal points downward:
Pointf3 normal = m_gizmos.get_flattening_normal(); Pointf3 normal = m_gizmos.get_flattening_normal();
if (normal.x != 0.f || normal.y != 0.f || normal.z != 0.f) { if (normal.x != 0.f || normal.y != 0.f || normal.z != 0.f) {
float angle_z = -atan2(normal.y, normal.x); Pointf3 axis = normal.z > 0.999f ? Pointf3(1, 0, 0) : cross(normal, Pointf3(0.f, 0.f, -1.f));
float angle_y = M_PI - atan2(normal.x*cos(angle_z)-normal.y*sin(angle_z), normal.z); float angle = -acos(-normal.z);
m_on_gizmo_rotate_callback.call((double)angle_z, (double)angle_y); m_on_gizmo_rotate_callback.call(angle, axis.x, axis.y, axis.z);
} }
} }
} }
@ -3093,7 +3093,7 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
} }
case Gizmos::Rotate: case Gizmos::Rotate:
{ {
m_on_gizmo_rotate_callback.call((double)m_gizmos.get_angle_z(), 0.); m_on_gizmo_rotate_callback.call((double)m_gizmos.get_angle_z());
break; break;
} }
default: default:

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@ -706,12 +706,14 @@ void GLGizmoFlatten::update_planes()
} }
polygon = Slic3r::Geometry::convex_hull(polygon); // To remove the inner points polygon = Slic3r::Geometry::convex_hull(polygon); // To remove the inner points
// Calculate area of the polygon and discard ones that are too small // We will calculate area of the polygon and discard ones that are too small
// The limit is more forgiving in case the normal is in the direction of the coordinate axes
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;
float area = 0.f; float area = 0.f;
for (unsigned int i = 0; i < polygon.size(); i++) // Shoelace formula for (unsigned int i = 0; i < polygon.size(); i++) // Shoelace formula
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; 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;
area = std::abs(area/2.f); area = std::abs(area/2.f);
if (area < 20.f) { if (area < minimal_area) {
m_planes.erase(m_planes.begin()+(polygon_id--)); m_planes.erase(m_planes.begin()+(polygon_id--));
continue; continue;
} }

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@ -301,7 +301,8 @@ ModelMaterial::attributes()
void translate(double x, double y, double z); void translate(double x, double y, double z);
void scale_xyz(Pointf3* versor) void scale_xyz(Pointf3* versor)
%code{% THIS->scale(*versor); %}; %code{% THIS->scale(*versor); %};
void rotate(float angle, Axis axis); void rotate(float angle, Pointf3* axis)
%code{% THIS->rotate(angle, *axis); %};
void mirror(Axis axis); void mirror(Axis axis);
Model* cut(double z) Model* cut(double z)