Refactoring of GLSelectionRectangle

This commit is contained in:
Enrico Turri 2019-04-24 16:01:27 +02:00
parent d79a2b8d2d
commit 9d070410c2
3 changed files with 111 additions and 110 deletions

View file

@ -1,116 +1,119 @@
#include "GLSelectionRectangle.hpp"
#include "Camera.hpp"
#include "3DScene.hpp"
#include "GLCanvas3D.hpp"
#include <GL/glew.h>
namespace Slic3r {
namespace GUI {
void GLSelectionRectangle::start_dragging(const Vec2d& mouse_position, float width, float height, EState status)
{
if (is_dragging() || status == Off)
return;
void GLSelectionRectangle::start_dragging(const Vec2d& mouse_position, EState state)
{
if (is_dragging() || (state == Off))
return;
m_width = width;
m_height = height;
m_status = status;
m_start_corner = mouse_position;
m_end_corner = mouse_position;
}
void GLSelectionRectangle::dragging(const Vec2d& mouse_position)
{
if (is_dragging())
m_state = state;
m_start_corner = mouse_position;
m_end_corner = mouse_position;
}
std::vector<unsigned int> GLSelectionRectangle::end_dragging(const Camera& camera, const std::vector<Vec3d>& points)
{
if (!is_dragging())
return std::vector<unsigned int>();
m_status = Off;
std::vector<unsigned int> out;
const std::array<int, 4>& viewport = camera.get_viewport();
const Transform3d& modelview_matrix = camera.get_view_matrix();
const Transform3d& projection_matrix = camera.get_projection_matrix();
// bounding box created from the rectangle corners - will take care of order of the corners
BoundingBox rectangle(Points{Point(m_start_corner.cast<int>()), Point(m_end_corner.cast<int>())});
// Iterate over all points and determine whether they're in the rectangle.
for (unsigned int i=0; i<points.size(); ++i) {
const Vec3d& point = points[i];
GLdouble out_x, out_y, out_z;
::gluProject((GLdouble)point(0), (GLdouble)point(1), (GLdouble)point(2), (GLdouble*)modelview_matrix.data(), (GLdouble*)projection_matrix.data(), (GLint*)viewport.data(), &out_x, &out_y, &out_z);
out_y = m_height - out_y;
if (rectangle.contains(Point(out_x, out_y)))
out.push_back(i);
}
return out;
}
void GLSelectionRectangle::dragging(const Vec2d& mouse_position)
{
if (!is_dragging())
return;
void GLSelectionRectangle::render() const
{
float render_color[3];
switch (m_status) {
case Off : return;
case SlaSelect : render_color[0] = 0.f;
render_color[1] = 1.f;
render_color[2] = 0.f;
break;
case SlaDeselect : render_color[0] = 1.f;
render_color[1] = 0.3f;
render_color[2] = 0.3f;
break;
m_end_corner = mouse_position;
}
glsafe(::glColor3fv(render_color));
glsafe(::glLineWidth(1.5f));
std::vector<unsigned int> GLSelectionRectangle::stop_dragging(const GLCanvas3D& canvas, const std::vector<Vec3d>& points)
{
std::vector<unsigned int> out;
glsafe(::glPushAttrib(GL_TRANSFORM_BIT)); // remember current MatrixMode
if (!is_dragging())
return out;
glsafe(::glMatrixMode(GL_MODELVIEW)); // cache modelview matrix and set to identity
glsafe(::glPushMatrix());
glsafe(::glLoadIdentity());
m_state = Off;
glsafe(::glMatrixMode(GL_PROJECTION)); // cache projection matrix and set to identity
glsafe(::glPushMatrix());
glsafe(::glLoadIdentity());
const Camera& camera = canvas.get_camera();
const std::array<int, 4>& viewport = camera.get_viewport();
const Transform3d& modelview_matrix = camera.get_view_matrix();
const Transform3d& projection_matrix = camera.get_projection_matrix();
glsafe(::glOrtho(0.f, m_width, m_height, 0.f, -1.f, 1.f)); // set projection matrix so that world coords = window coords
// bounding box created from the rectangle corners - will take care of order of the corners
BoundingBox rectangle(Points{ Point(m_start_corner.cast<int>()), Point(m_end_corner.cast<int>()) });
// render the selection rectangle (window coordinates):
glsafe(::glPushAttrib(GL_ENABLE_BIT));
glsafe(::glLineStipple(4, 0xAAAA));
glsafe(::glEnable(GL_LINE_STIPPLE));
// Iterate over all points and determine whether they're in the rectangle.
for (unsigned int i = 0; i<points.size(); ++i) {
const Vec3d& point = points[i];
GLdouble out_x, out_y, out_z;
::gluProject((GLdouble)point(0), (GLdouble)point(1), (GLdouble)point(2), (GLdouble*)modelview_matrix.data(), (GLdouble*)projection_matrix.data(), (GLint*)viewport.data(), &out_x, &out_y, &out_z);
out_y = canvas.get_canvas_size().get_height() - out_y;
::glBegin(GL_LINE_LOOP);
::glVertex3f((GLfloat)m_start_corner(0), (GLfloat)m_start_corner(1), (GLfloat)0.5f);
::glVertex3f((GLfloat)m_end_corner(0), (GLfloat)m_start_corner(1), (GLfloat)0.5f);
::glVertex3f((GLfloat)m_end_corner(0), (GLfloat)m_end_corner(1), (GLfloat)0.5f);
::glVertex3f((GLfloat)m_start_corner(0), (GLfloat)m_end_corner(1), (GLfloat)0.5f);
glsafe(::glEnd());
glsafe(::glPopAttrib());
if (rectangle.contains(Point(out_x, out_y)))
out.push_back(i);
}
glsafe(::glPopMatrix()); // restore former projection matrix
glsafe(::glMatrixMode(GL_MODELVIEW));
glsafe(::glPopMatrix()); // restore former modelview matrix
glsafe(::glPopAttrib()); // restore former MatrixMode
}
return out;
}
void GLSelectionRectangle::stop_dragging()
{
if (!is_dragging())
return;
m_state = Off;
}
void GLSelectionRectangle::render(const GLCanvas3D& canvas) const
{
if (!is_dragging())
return;
float zoom = canvas.get_camera().zoom;
float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
Size cnv_size = canvas.get_canvas_size();
float cnv_half_width = 0.5f * (float)cnv_size.get_width();
float cnv_half_height = 0.5f * (float)cnv_size.get_height();
if ((cnv_half_width == 0.0f) || (cnv_half_height == 0.0f))
return;
Vec2d start(m_start_corner(0) - cnv_half_width, cnv_half_height - m_start_corner(1));
Vec2d end(m_end_corner(0) - cnv_half_width, cnv_half_height - m_end_corner(1));
float left = (float)std::min(start(0), end(0)) * inv_zoom;
float top = (float)std::max(start(1), end(1)) * inv_zoom;
float right = (float)std::max(start(0), end(0)) * inv_zoom;
float bottom = (float)std::min(start(1), end(1)) * inv_zoom;
glsafe(::glLineWidth(1.5f));
float color[3];
color[0] = (m_state == Select) ? 0.3f : 1.0f;
color[1] = (m_state == Select) ? 1.0f : 0.3f;
color[2] = 0.3f;
glsafe(::glColor3fv(color));
glsafe(::glDisable(GL_DEPTH_TEST));
glsafe(::glPushMatrix());
glsafe(::glLoadIdentity());
glsafe(::glPushAttrib(GL_ENABLE_BIT));
glsafe(::glLineStipple(4, 0xAAAA));
glsafe(::glEnable(GL_LINE_STIPPLE));
::glBegin(GL_LINE_LOOP);
::glVertex2f((GLfloat)left, (GLfloat)bottom);
::glVertex2f((GLfloat)right, (GLfloat)bottom);
::glVertex2f((GLfloat)right, (GLfloat)top);
::glVertex2f((GLfloat)left, (GLfloat)top);
glsafe(::glEnd());
glsafe(::glPopAttrib());
glsafe(::glPopMatrix());
}
} // namespace GUI
} // namespace Slic3r

View file

@ -7,38 +7,38 @@ namespace Slic3r {
namespace GUI {
struct Camera;
class GLCanvas3D;
class GLSelectionRectangle {
public:
enum EState {
Off,
SlaSelect,
SlaDeselect
};
Select,
Deselect
};
// Initiates the rectangle. Width and height describe canvas size.
void start_dragging(const Vec2d& mouse_position, float width, float height, EState status);
// Initiates the rectangle.
void start_dragging(const Vec2d& mouse_position, EState state);
// To be called on mouse move.
void dragging(const Vec2d& mouse_position);
// Given a vector of points in world coordinates, the function returns indices of those
// that are in the rectangle. It then disables the rectangle.
std::vector<unsigned int> end_dragging(const Camera& camera, const std::vector<Vec3d>& points);
std::vector<unsigned int> stop_dragging(const GLCanvas3D& canvas, const std::vector<Vec3d>& points);
void render() const;
// Disables the rectangle.
void stop_dragging();
bool is_dragging() const { return m_status != Off; }
EState get_status() const { return m_status; }
void render(const GLCanvas3D& canvas) const;
bool is_dragging() const { return m_state != Off; }
EState get_state() const { return m_state; }
private:
EState m_status = Off;
EState m_state = Off;
Vec2d m_start_corner;
Vec2d m_end_corner;
float m_width;
float m_height;
};

View file

@ -100,7 +100,7 @@ void GLGizmoSlaSupports::on_render(const Selection& selection) const
if (m_quadric != nullptr && selection.is_from_single_instance())
render_points(selection, false);
m_selection_rectangle.render();
m_selection_rectangle.render(m_parent);
render_clipping_plane(selection);
glsafe(::glDisable(GL_BLEND));
@ -467,9 +467,7 @@ bool GLGizmoSlaSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous
if (action == SLAGizmoEventType::LeftDown && (shift_down || alt_down || control_down)) {
if (m_hover_id == -1) {
if (shift_down || alt_down) {
Size size = m_parent.get_canvas_size();
m_selection_rectangle.start_dragging(mouse_position, size.get_width(), size.get_height(),
shift_down ? GLSelectionRectangle::SlaSelect : GLSelectionRectangle::SlaDeselect);
m_selection_rectangle.start_dragging(mouse_position, shift_down ? GLSelectionRectangle::Select : GLSelectionRectangle::Deselect);
}
}
else {
@ -512,7 +510,7 @@ bool GLGizmoSlaSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous
// left up with selection rectangle - select points inside the rectangle:
if ((action == SLAGizmoEventType::LeftUp || action == SLAGizmoEventType::ShiftUp || action == SLAGizmoEventType::AltUp) && m_selection_rectangle.is_dragging()) {
// Is this a selection or deselection rectangle?
GLSelectionRectangle::EState rectangle_status = m_selection_rectangle.get_status();
GLSelectionRectangle::EState rectangle_status = m_selection_rectangle.get_state();
// First collect positions of all the points in world coordinates.
const Transform3d& instance_matrix = m_model_object->instances[m_active_instance]->get_transformation().get_matrix();
@ -524,7 +522,7 @@ bool GLGizmoSlaSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous
}
// Now ask the rectangle which of the points are inside.
const Camera& camera = m_parent.get_camera();
std::vector<unsigned int> selected_idxs = m_selection_rectangle.end_dragging(camera, points);
std::vector<unsigned int> selected_idxs = m_selection_rectangle.stop_dragging(m_parent, points);
// we'll recover current look direction (in world coords) and transform it to model coords.
const Selection& selection = m_parent.get_selection();
@ -577,7 +575,7 @@ bool GLGizmoSlaSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous
}
if (!is_obscured) {
if (rectangle_status == GLSelectionRectangle::SlaDeselect)
if (rectangle_status == GLSelectionRectangle::Deselect)
unselect_point(i);
else
select_point(i);