Refactoring of GLSelectionRectangle
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9d070410c2
3 changed files with 111 additions and 110 deletions
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@ -1,116 +1,119 @@
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#include "GLSelectionRectangle.hpp"
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#include "GLSelectionRectangle.hpp"
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#include "Camera.hpp"
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#include "Camera.hpp"
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#include "3DScene.hpp"
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#include "3DScene.hpp"
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#include "GLCanvas3D.hpp"
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#include <GL/glew.h>
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#include <GL/glew.h>
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namespace Slic3r {
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namespace Slic3r {
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namespace GUI {
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namespace GUI {
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void GLSelectionRectangle::start_dragging(const Vec2d& mouse_position, float width, float height, EState status)
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void GLSelectionRectangle::start_dragging(const Vec2d& mouse_position, EState state)
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{
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{
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if (is_dragging() || status == Off)
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if (is_dragging() || (state == Off))
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return;
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return;
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m_width = width;
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m_state = state;
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m_height = height;
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m_start_corner = mouse_position;
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m_status = status;
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m_start_corner = mouse_position;
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m_end_corner = mouse_position;
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}
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void GLSelectionRectangle::dragging(const Vec2d& mouse_position)
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{
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if (is_dragging())
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m_end_corner = mouse_position;
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m_end_corner = mouse_position;
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}
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std::vector<unsigned int> GLSelectionRectangle::end_dragging(const Camera& camera, const std::vector<Vec3d>& points)
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{
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if (!is_dragging())
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return std::vector<unsigned int>();
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m_status = Off;
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std::vector<unsigned int> out;
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const std::array<int, 4>& viewport = camera.get_viewport();
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const Transform3d& modelview_matrix = camera.get_view_matrix();
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const Transform3d& projection_matrix = camera.get_projection_matrix();
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// bounding box created from the rectangle corners - will take care of order of the corners
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BoundingBox rectangle(Points{Point(m_start_corner.cast<int>()), Point(m_end_corner.cast<int>())});
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// Iterate over all points and determine whether they're in the rectangle.
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for (unsigned int i=0; i<points.size(); ++i) {
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const Vec3d& point = points[i];
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GLdouble out_x, out_y, out_z;
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::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);
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out_y = m_height - out_y;
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if (rectangle.contains(Point(out_x, out_y)))
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out.push_back(i);
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}
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}
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return out;
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void GLSelectionRectangle::dragging(const Vec2d& mouse_position)
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}
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{
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if (!is_dragging())
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return;
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m_end_corner = mouse_position;
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void GLSelectionRectangle::render() const
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{
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float render_color[3];
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switch (m_status) {
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case Off : return;
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case SlaSelect : render_color[0] = 0.f;
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render_color[1] = 1.f;
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render_color[2] = 0.f;
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break;
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case SlaDeselect : render_color[0] = 1.f;
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render_color[1] = 0.3f;
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render_color[2] = 0.3f;
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break;
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}
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}
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glsafe(::glColor3fv(render_color));
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std::vector<unsigned int> GLSelectionRectangle::stop_dragging(const GLCanvas3D& canvas, const std::vector<Vec3d>& points)
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glsafe(::glLineWidth(1.5f));
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{
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std::vector<unsigned int> out;
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glsafe(::glPushAttrib(GL_TRANSFORM_BIT)); // remember current MatrixMode
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if (!is_dragging())
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return out;
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glsafe(::glMatrixMode(GL_MODELVIEW)); // cache modelview matrix and set to identity
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m_state = Off;
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glsafe(::glPushMatrix());
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glsafe(::glLoadIdentity());
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glsafe(::glMatrixMode(GL_PROJECTION)); // cache projection matrix and set to identity
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const Camera& camera = canvas.get_camera();
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glsafe(::glPushMatrix());
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const std::array<int, 4>& viewport = camera.get_viewport();
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glsafe(::glLoadIdentity());
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const Transform3d& modelview_matrix = camera.get_view_matrix();
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const Transform3d& projection_matrix = camera.get_projection_matrix();
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glsafe(::glOrtho(0.f, m_width, m_height, 0.f, -1.f, 1.f)); // set projection matrix so that world coords = window coords
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// bounding box created from the rectangle corners - will take care of order of the corners
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BoundingBox rectangle(Points{ Point(m_start_corner.cast<int>()), Point(m_end_corner.cast<int>()) });
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// render the selection rectangle (window coordinates):
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// Iterate over all points and determine whether they're in the rectangle.
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glsafe(::glPushAttrib(GL_ENABLE_BIT));
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for (unsigned int i = 0; i<points.size(); ++i) {
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glsafe(::glLineStipple(4, 0xAAAA));
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const Vec3d& point = points[i];
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glsafe(::glEnable(GL_LINE_STIPPLE));
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GLdouble out_x, out_y, out_z;
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::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);
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out_y = canvas.get_canvas_size().get_height() - out_y;
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::glBegin(GL_LINE_LOOP);
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if (rectangle.contains(Point(out_x, out_y)))
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::glVertex3f((GLfloat)m_start_corner(0), (GLfloat)m_start_corner(1), (GLfloat)0.5f);
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out.push_back(i);
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::glVertex3f((GLfloat)m_end_corner(0), (GLfloat)m_start_corner(1), (GLfloat)0.5f);
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}
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::glVertex3f((GLfloat)m_end_corner(0), (GLfloat)m_end_corner(1), (GLfloat)0.5f);
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::glVertex3f((GLfloat)m_start_corner(0), (GLfloat)m_end_corner(1), (GLfloat)0.5f);
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glsafe(::glEnd());
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glsafe(::glPopAttrib());
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glsafe(::glPopMatrix()); // restore former projection matrix
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return out;
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glsafe(::glMatrixMode(GL_MODELVIEW));
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}
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glsafe(::glPopMatrix()); // restore former modelview matrix
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glsafe(::glPopAttrib()); // restore former MatrixMode
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}
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void GLSelectionRectangle::stop_dragging()
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{
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if (!is_dragging())
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return;
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m_state = Off;
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}
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void GLSelectionRectangle::render(const GLCanvas3D& canvas) const
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{
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if (!is_dragging())
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return;
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float zoom = canvas.get_camera().zoom;
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float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
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Size cnv_size = canvas.get_canvas_size();
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float cnv_half_width = 0.5f * (float)cnv_size.get_width();
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float cnv_half_height = 0.5f * (float)cnv_size.get_height();
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if ((cnv_half_width == 0.0f) || (cnv_half_height == 0.0f))
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return;
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Vec2d start(m_start_corner(0) - cnv_half_width, cnv_half_height - m_start_corner(1));
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Vec2d end(m_end_corner(0) - cnv_half_width, cnv_half_height - m_end_corner(1));
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float left = (float)std::min(start(0), end(0)) * inv_zoom;
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float top = (float)std::max(start(1), end(1)) * inv_zoom;
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float right = (float)std::max(start(0), end(0)) * inv_zoom;
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float bottom = (float)std::min(start(1), end(1)) * inv_zoom;
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glsafe(::glLineWidth(1.5f));
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float color[3];
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color[0] = (m_state == Select) ? 0.3f : 1.0f;
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color[1] = (m_state == Select) ? 1.0f : 0.3f;
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color[2] = 0.3f;
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glsafe(::glColor3fv(color));
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glsafe(::glDisable(GL_DEPTH_TEST));
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glsafe(::glPushMatrix());
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glsafe(::glLoadIdentity());
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glsafe(::glPushAttrib(GL_ENABLE_BIT));
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glsafe(::glLineStipple(4, 0xAAAA));
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glsafe(::glEnable(GL_LINE_STIPPLE));
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::glBegin(GL_LINE_LOOP);
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::glVertex2f((GLfloat)left, (GLfloat)bottom);
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::glVertex2f((GLfloat)right, (GLfloat)bottom);
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::glVertex2f((GLfloat)right, (GLfloat)top);
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::glVertex2f((GLfloat)left, (GLfloat)top);
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glsafe(::glEnd());
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glsafe(::glPopAttrib());
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glsafe(::glPopMatrix());
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}
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} // namespace GUI
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} // namespace GUI
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} // namespace Slic3r
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} // namespace Slic3r
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@ -7,38 +7,38 @@ namespace Slic3r {
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namespace GUI {
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namespace GUI {
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struct Camera;
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struct Camera;
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class GLCanvas3D;
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class GLSelectionRectangle {
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class GLSelectionRectangle {
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public:
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public:
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enum EState {
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enum EState {
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Off,
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Off,
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SlaSelect,
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Select,
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SlaDeselect
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Deselect
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};
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};
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// Initiates the rectangle. Width and height describe canvas size.
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// Initiates the rectangle.
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void start_dragging(const Vec2d& mouse_position, float width, float height, EState status);
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void start_dragging(const Vec2d& mouse_position, EState state);
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// To be called on mouse move.
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// To be called on mouse move.
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void dragging(const Vec2d& mouse_position);
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void dragging(const Vec2d& mouse_position);
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// Given a vector of points in world coordinates, the function returns indices of those
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// Given a vector of points in world coordinates, the function returns indices of those
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// that are in the rectangle. It then disables the rectangle.
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// that are in the rectangle. It then disables the rectangle.
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std::vector<unsigned int> end_dragging(const Camera& camera, const std::vector<Vec3d>& points);
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std::vector<unsigned int> stop_dragging(const GLCanvas3D& canvas, const std::vector<Vec3d>& points);
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void render() const;
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// Disables the rectangle.
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void stop_dragging();
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bool is_dragging() const { return m_status != Off; }
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void render(const GLCanvas3D& canvas) const;
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EState get_status() const { return m_status; }
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bool is_dragging() const { return m_state != Off; }
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EState get_state() const { return m_state; }
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private:
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private:
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EState m_status = Off;
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EState m_state = Off;
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Vec2d m_start_corner;
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Vec2d m_start_corner;
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Vec2d m_end_corner;
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Vec2d m_end_corner;
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float m_width;
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float m_height;
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};
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};
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@ -100,7 +100,7 @@ void GLGizmoSlaSupports::on_render(const Selection& selection) const
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if (m_quadric != nullptr && selection.is_from_single_instance())
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if (m_quadric != nullptr && selection.is_from_single_instance())
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render_points(selection, false);
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render_points(selection, false);
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m_selection_rectangle.render();
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m_selection_rectangle.render(m_parent);
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render_clipping_plane(selection);
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render_clipping_plane(selection);
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glsafe(::glDisable(GL_BLEND));
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glsafe(::glDisable(GL_BLEND));
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@ -467,9 +467,7 @@ bool GLGizmoSlaSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous
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if (action == SLAGizmoEventType::LeftDown && (shift_down || alt_down || control_down)) {
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if (action == SLAGizmoEventType::LeftDown && (shift_down || alt_down || control_down)) {
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if (m_hover_id == -1) {
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if (m_hover_id == -1) {
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if (shift_down || alt_down) {
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if (shift_down || alt_down) {
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Size size = m_parent.get_canvas_size();
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m_selection_rectangle.start_dragging(mouse_position, shift_down ? GLSelectionRectangle::Select : GLSelectionRectangle::Deselect);
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m_selection_rectangle.start_dragging(mouse_position, size.get_width(), size.get_height(),
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shift_down ? GLSelectionRectangle::SlaSelect : GLSelectionRectangle::SlaDeselect);
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}
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}
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}
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}
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else {
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else {
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// left up with selection rectangle - select points inside the rectangle:
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// left up with selection rectangle - select points inside the rectangle:
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if ((action == SLAGizmoEventType::LeftUp || action == SLAGizmoEventType::ShiftUp || action == SLAGizmoEventType::AltUp) && m_selection_rectangle.is_dragging()) {
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if ((action == SLAGizmoEventType::LeftUp || action == SLAGizmoEventType::ShiftUp || action == SLAGizmoEventType::AltUp) && m_selection_rectangle.is_dragging()) {
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// Is this a selection or deselection rectangle?
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// Is this a selection or deselection rectangle?
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GLSelectionRectangle::EState rectangle_status = m_selection_rectangle.get_status();
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GLSelectionRectangle::EState rectangle_status = m_selection_rectangle.get_state();
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// First collect positions of all the points in world coordinates.
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// First collect positions of all the points in world coordinates.
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const Transform3d& instance_matrix = m_model_object->instances[m_active_instance]->get_transformation().get_matrix();
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const Transform3d& instance_matrix = m_model_object->instances[m_active_instance]->get_transformation().get_matrix();
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@ -524,7 +522,7 @@ bool GLGizmoSlaSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous
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}
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}
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// Now ask the rectangle which of the points are inside.
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// Now ask the rectangle which of the points are inside.
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const Camera& camera = m_parent.get_camera();
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const Camera& camera = m_parent.get_camera();
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std::vector<unsigned int> selected_idxs = m_selection_rectangle.end_dragging(camera, points);
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std::vector<unsigned int> selected_idxs = m_selection_rectangle.stop_dragging(m_parent, points);
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// we'll recover current look direction (in world coords) and transform it to model coords.
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// we'll recover current look direction (in world coords) and transform it to model coords.
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const Selection& selection = m_parent.get_selection();
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const Selection& selection = m_parent.get_selection();
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@ -577,7 +575,7 @@ bool GLGizmoSlaSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous
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}
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}
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if (!is_obscured) {
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if (!is_obscured) {
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if (rectangle_status == GLSelectionRectangle::SlaDeselect)
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if (rectangle_status == GLSelectionRectangle::Deselect)
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unselect_point(i);
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unselect_point(i);
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else
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else
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select_point(i);
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select_point(i);
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