Painter gizmos should now work with non-uniformly scaled models
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@ -34,16 +34,15 @@ void TriangleSelector::Triangle::set_division(int sides_to_split, int special_si
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void TriangleSelector::select_patch(const Vec3f& hit, int facet_start,
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const Vec3f& source, const Vec3f& dir,
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float radius, CursorType cursor_type,
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EnforcerBlockerType new_state)
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const Vec3f& source, float radius,
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CursorType cursor_type, EnforcerBlockerType new_state,
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const Transform3d& trafo)
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{
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assert(facet_start < m_orig_size_indices);
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assert(is_approx(dir.norm(), 1.f));
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// Save current cursor center, squared radius and camera direction,
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// so we don't have to pass it around.
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m_cursor = {hit, source, dir, radius*radius, cursor_type};
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// Save current cursor center, squared radius and camera direction, so we don't
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// have to pass it around.
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m_cursor = Cursor(hit, source, radius, cursor_type, trafo);
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// In case user changed cursor size since last time, update triangle edge limit.
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if (m_old_cursor_radius != radius) {
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@ -176,8 +175,22 @@ void TriangleSelector::split_triangle(int facet_idx)
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const double limit_squared = m_edge_limit_sqr;
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std::array<int, 3>& facet = tr->verts_idxs;
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const stl_vertex* pts[3] = { &m_vertices[facet[0]].v, &m_vertices[facet[1]].v, &m_vertices[facet[2]].v};
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double sides[3] = { (*pts[2]-*pts[1]).squaredNorm(),
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std::array<const stl_vertex*, 3> pts = { &m_vertices[facet[0]].v,
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&m_vertices[facet[1]].v,
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&m_vertices[facet[2]].v};
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std::array<stl_vertex, 3> pts_transformed; // must stay in scope of pts !!!
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// In case the object is non-uniformly scaled, transform the
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// points to world coords.
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if (! m_cursor.uniform_scaling) {
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for (size_t i=0; i<pts.size(); ++i) {
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pts_transformed[i] = m_cursor.trafo * (*pts[i]);
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pts[i] = &pts_transformed[i];
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}
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}
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std::array<double, 3> sides;
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sides = { (*pts[2]-*pts[1]).squaredNorm(),
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(*pts[0]-*pts[2]).squaredNorm(),
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(*pts[1]-*pts[0]).squaredNorm() };
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@ -204,38 +217,14 @@ void TriangleSelector::split_triangle(int facet_idx)
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}
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// Calculate distance of a point from a line.
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bool TriangleSelector::is_point_inside_cursor(const Vec3f& point) const
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{
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Vec3f diff = m_cursor.center - point;
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if (m_cursor.type == CIRCLE)
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return (diff - diff.dot(m_cursor.dir) * m_cursor.dir).squaredNorm() < m_cursor.radius_sqr;
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else // SPHERE
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return diff.squaredNorm() < m_cursor.radius_sqr;
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}
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// Is pointer in a triangle?
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bool TriangleSelector::is_pointer_in_triangle(int facet_idx) const
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{
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auto signed_volume_sign = [](const Vec3f& a, const Vec3f& b,
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const Vec3f& c, const Vec3f& d) -> bool {
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return ((b-a).cross(c-a)).dot(d-a) > 0.;
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};
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const Vec3f& p1 = m_vertices[m_triangles[facet_idx].verts_idxs[0]].v;
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const Vec3f& p2 = m_vertices[m_triangles[facet_idx].verts_idxs[1]].v;
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const Vec3f& p3 = m_vertices[m_triangles[facet_idx].verts_idxs[2]].v;
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const Vec3f& q1 = m_cursor.center + m_cursor.dir;
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const Vec3f q2 = m_cursor.center - m_cursor.dir;
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if (signed_volume_sign(q1,p1,p2,p3) != signed_volume_sign(q2,p1,p2,p3)) {
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bool pos = signed_volume_sign(q1,q2,p1,p2);
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if (signed_volume_sign(q1,q2,p2,p3) == pos && signed_volume_sign(q1,q2,p3,p1) == pos)
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return true;
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}
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return false;
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return m_cursor.is_pointer_in_triangle(p1, p2, p3);
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}
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@ -245,7 +234,13 @@ bool TriangleSelector::faces_camera(int facet) const
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{
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assert(facet < m_orig_size_indices);
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// The normal is cached in mesh->stl, use it.
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return (m_mesh->stl.facet_start[facet].normal.dot(m_cursor.dir) < 0.);
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Vec3f normal = m_mesh->stl.facet_start[facet].normal;
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if (! m_cursor.uniform_scaling) {
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// Transform the normal into world coords.
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normal = m_cursor.trafo_normal * normal;
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}
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return (normal.dot(m_cursor.dir) < 0.);
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}
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@ -254,7 +249,7 @@ int TriangleSelector::vertices_inside(int facet_idx) const
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{
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int inside = 0;
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for (size_t i=0; i<3; ++i) {
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if (is_point_inside_cursor(m_vertices[m_triangles[facet_idx].verts_idxs[i]].v))
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if (m_cursor.is_mesh_point_inside(m_vertices[m_triangles[facet_idx].verts_idxs[i]].v))
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++inside;
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}
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return inside;
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@ -264,9 +259,12 @@ int TriangleSelector::vertices_inside(int facet_idx) const
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// Is edge inside cursor?
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bool TriangleSelector::is_edge_inside_cursor(int facet_idx) const
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{
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Vec3f pts[3];
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for (int i=0; i<3; ++i)
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std::array<Vec3f, 3> pts;
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for (int i=0; i<3; ++i) {
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pts[i] = m_vertices[m_triangles[facet_idx].verts_idxs[i]].v;
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if (! m_cursor.uniform_scaling)
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pts[i] = m_cursor.trafo * pts[i];
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}
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const Vec3f& p = m_cursor.center;
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@ -690,6 +688,79 @@ void TriangleSelector::deserialize(const std::map<int, std::vector<bool>> data)
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}
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TriangleSelector::Cursor::Cursor(
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const Vec3f& center_, const Vec3f& source_, float radius_world,
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CursorType type_, const Transform3d& trafo_)
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: center{center_},
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source{source_},
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type{type_},
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trafo{trafo_.cast<float>()}
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{
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Vec3d sf = Geometry::Transformation(trafo_).get_scaling_factor();
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if (is_approx(sf(0), sf(1)) && is_approx(sf(1), sf(2))) {
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radius_sqr = std::pow(radius_world / sf(0), 2);
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uniform_scaling = true;
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}
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else {
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// In case that the transformation is non-uniform, all checks whether
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// something is inside the cursor should be done in world coords.
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// First transform center, source and dir in world coords and remember
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// that we did this.
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center = trafo * center;
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source = trafo * source;
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uniform_scaling = false;
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radius_sqr = radius_world * radius_world;
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trafo_normal = trafo.linear().inverse().transpose();
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}
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// Calculate dir, in whatever coords is appropriate.
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dir = (center - source).normalized();
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}
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// Is a point (in mesh coords) inside a cursor?
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bool TriangleSelector::Cursor::is_mesh_point_inside(Vec3f point) const
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{
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if (! uniform_scaling)
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point = trafo * point;
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Vec3f diff = center - point;
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if (type == CIRCLE)
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return (diff - diff.dot(dir) * dir).squaredNorm() < radius_sqr;
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else // SPHERE
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return diff.squaredNorm() < radius_sqr;
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}
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// p1, p2, p3 are in mesh coords!
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bool TriangleSelector::Cursor::is_pointer_in_triangle(const Vec3f& p1_,
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const Vec3f& p2_,
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const Vec3f& p3_) const
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{
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const Vec3f& q1 = center + dir;
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const Vec3f& q2 = center - dir;
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auto signed_volume_sign = [](const Vec3f& a, const Vec3f& b,
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const Vec3f& c, const Vec3f& d) -> bool {
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return ((b-a).cross(c-a)).dot(d-a) > 0.;
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};
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// In case the object is non-uniformly scaled, do the check in world coords.
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const Vec3f& p1 = uniform_scaling ? p1_ : Vec3f(trafo * p1_);
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const Vec3f& p2 = uniform_scaling ? p2_ : Vec3f(trafo * p2_);
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const Vec3f& p3 = uniform_scaling ? p3_ : Vec3f(trafo * p3_);
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if (signed_volume_sign(q1,p1,p2,p3) != signed_volume_sign(q2,p1,p2,p3)) {
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bool pos = signed_volume_sign(q1,q2,p1,p2);
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if (signed_volume_sign(q1,q2,p2,p3) == pos && signed_volume_sign(q1,q2,p3,p1) == pos)
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return true;
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}
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return false;
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}
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} // namespace Slic3r
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@ -32,10 +32,10 @@ public:
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void select_patch(const Vec3f& hit, // point where to start
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int facet_start, // facet that point belongs to
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const Vec3f& source, // camera position (mesh coords)
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const Vec3f& dir, // direction of the ray (mesh coords)
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float radius, // radius of the cursor
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CursorType type, // current type of cursor
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EnforcerBlockerType new_state); // enforcer or blocker?
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EnforcerBlockerType new_state, // enforcer or blocker?
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const Transform3d& trafo); // matrix to get from mesh to world
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// Get facets currently in the given state.
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indexed_triangle_set get_facets(EnforcerBlockerType state) const;
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@ -129,11 +129,20 @@ protected:
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// Cache for cursor position, radius and direction.
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struct Cursor {
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Cursor() = default;
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Cursor(const Vec3f& center_, const Vec3f& source_, float radius_world,
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CursorType type_, const Transform3d& trafo_);
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bool is_mesh_point_inside(Vec3f pt) const;
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bool is_pointer_in_triangle(const Vec3f& p1, const Vec3f& p2, const Vec3f& p3) const;
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Vec3f center;
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Vec3f source;
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Vec3f dir;
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float radius_sqr;
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CursorType type;
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Transform3f trafo;
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Transform3f trafo_normal;
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bool uniform_scaling;
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};
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Cursor m_cursor;
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@ -142,7 +151,6 @@ protected:
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// Private functions:
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bool select_triangle(int facet_idx, EnforcerBlockerType type,
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bool recursive_call = false);
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bool is_point_inside_cursor(const Vec3f& point) const;
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int vertices_inside(int facet_idx) const;
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bool faces_camera(int facet) const;
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void undivide_triangle(int facet_idx);
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@ -350,19 +350,12 @@ bool GLGizmoPainterBase::gizmo_event(SLAGizmoEventType action, const Vec2d& mous
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const Transform3d& trafo_matrix = trafo_matrices[m_rr.mesh_id];
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// Calculate how far can a point be from the line (in mesh coords).
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// FIXME: The scaling of the mesh can be non-uniform.
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const Vec3d sf = Geometry::Transformation(trafo_matrix).get_scaling_factor();
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const float avg_scaling = (sf(0) + sf(1) + sf(2))/3.;
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const float limit = m_cursor_radius/avg_scaling;
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// Calculate direction from camera to the hit (in mesh coords):
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Vec3f camera_pos = (trafo_matrix.inverse() * camera.get_position()).cast<float>();
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Vec3f dir = (m_rr.hit - camera_pos).normalized();
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assert(m_rr.mesh_id < int(m_triangle_selectors.size()));
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m_triangle_selectors[m_rr.mesh_id]->select_patch(m_rr.hit, m_rr.facet, camera_pos,
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dir, limit, m_cursor_type, new_state);
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m_cursor_radius, m_cursor_type, new_state, trafo_matrix);
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m_last_mouse_click = mouse_position;
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}
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