Added helper functions to generate 3d transforms
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@ -1166,4 +1166,21 @@ MedialAxis::retrieve_endpoint(const VD::cell_type* cell) const
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}
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}
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void assemble_transform(Transform3d& transform, const Vec3d& translation, const Vec3d& rotation, const Vec3d& scale)
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{
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transform = Transform3d::Identity();
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transform.translate(translation);
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transform.rotate(Eigen::AngleAxisd(rotation(2), Vec3d::UnitZ()));
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transform.rotate(Eigen::AngleAxisd(rotation(1), Vec3d::UnitY()));
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transform.rotate(Eigen::AngleAxisd(rotation(0), Vec3d::UnitX()));
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transform.scale(scale);
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}
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Transform3d assemble_transform(const Vec3d& translation, const Vec3d& rotation, const Vec3d& scale)
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{
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Transform3d transform;
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assemble_transform(transform, translation, rotation, scale);
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return transform;
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}
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} }
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@ -157,6 +157,21 @@ class MedialAxis {
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const Point& retrieve_endpoint(const VD::cell_type* cell) const;
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};
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// Sets the given transform by assembling the given transformations in the following order:
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// 1) scale
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// 2) rotate X
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// 3) rotate Y
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// 4) rotate Z
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// 5) translate
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void assemble_transform(Transform3d& transform, const Vec3d& translation = Vec3d::Zero(), const Vec3d& rotation = Vec3d::Zero(), const Vec3d& scale = Vec3d::Ones());
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// Returns the transform obtained by assembling the given transformations in the following order:
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// 1) scale
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// 2) rotate X
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// 3) rotate Y
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// 4) rotate Z
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// 5) translate
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Transform3d assemble_transform(const Vec3d& translation = Vec3d::Zero(), const Vec3d& rotation = Vec3d::Zero(), const Vec3d& scale = Vec3d::Ones());
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} }
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#endif
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@ -1185,22 +1185,14 @@ void ModelInstance::transform_polygon(Polygon* polygon) const
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Transform3d ModelInstance::world_matrix(bool dont_translate, bool dont_rotate, bool dont_scale) const
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{
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#if ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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Vec3d translation = dont_translate ? Vec3d::Zero() : m_offset;
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Vec3d rotation = dont_rotate ? Vec3d::Zero() : m_rotation;
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Vec3d scale = dont_scale ? Vec3d::Ones() : m_scaling_factor;
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return Geometry::assemble_transform(translation, rotation, scale);
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#else
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Transform3d m = Transform3d::Identity();
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#if ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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if (!dont_translate)
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m.translate(m_offset);
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if (!dont_rotate)
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{
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m.rotate(Eigen::AngleAxisd(m_rotation(2), Vec3d::UnitZ()));
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m.rotate(Eigen::AngleAxisd(m_rotation(1), Vec3d::UnitY()));
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m.rotate(Eigen::AngleAxisd(m_rotation(0), Vec3d::UnitX()));
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}
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if (!dont_scale)
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m.scale(m_scaling_factor);
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#else
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if (!dont_translate)
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m.translate(Vec3d(offset(0), offset(1), 0.0));
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@ -1209,9 +1201,9 @@ Transform3d ModelInstance::world_matrix(bool dont_translate, bool dont_rotate, b
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if (!dont_scale)
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m.scale(scaling_factor);
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#endif // ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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return m;
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#endif // ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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}
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}
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@ -389,14 +389,11 @@ const Transform3f& GLVolume::world_matrix() const
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{
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if (m_world_matrix_dirty)
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{
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#if ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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m_world_matrix = Geometry::assemble_transform(m_offset, m_rotation, m_scaling_factor).cast<float>();
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#else
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m_world_matrix = Transform3f::Identity();
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m_world_matrix.translate(m_offset.cast<float>());
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#if ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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m_world_matrix.rotate(Eigen::AngleAxisf((float)m_rotation(2), Vec3f::UnitZ()));
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m_world_matrix.rotate(Eigen::AngleAxisf((float)m_rotation(1), Vec3f::UnitY()));
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m_world_matrix.rotate(Eigen::AngleAxisf((float)m_rotation(0), Vec3f::UnitX()));
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m_world_matrix.scale(m_scaling_factor.cast<float>());
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#else
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m_world_matrix.rotate(Eigen::AngleAxisf((float)m_rotation, Vec3f::UnitZ()));
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m_world_matrix.scale((float)m_scaling_factor);
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#endif // ENABLE_MODELINSTANCE_3D_FULL_TRANSFORM
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@ -10,6 +10,7 @@
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#include "../../libslic3r/ClipperUtils.hpp"
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#include "../../libslic3r/PrintConfig.hpp"
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#include "../../libslic3r/GCode/PreviewData.hpp"
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#include "../../libslic3r/Geometry.hpp"
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#include "GUI_App.hpp"
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#include "GUI_ObjectList.hpp"
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#include "GUI_ObjectManipulation.hpp"
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@ -1144,17 +1145,14 @@ GLCanvas3D::Selection::VolumeCache::VolumeCache(const Vec3d& position, const Vec
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, m_rotation(rotation)
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, m_scaling_factor(scaling_factor)
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{
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m_rotation_matrix = Transform3d::Identity();
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m_rotation_matrix.rotate(Eigen::AngleAxisd(m_rotation(2), Vec3d::UnitZ()));
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m_rotation_matrix.rotate(Eigen::AngleAxisd(m_rotation(1), Vec3d::UnitY()));
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m_rotation_matrix.rotate(Eigen::AngleAxisd(m_rotation(0), Vec3d::UnitX()));
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m_rotation_matrix = Geometry::assemble_transform(Vec3d::Zero(), m_rotation);
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}
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GLCanvas3D::Selection::Selection()
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: m_volumes(nullptr)
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, m_model(nullptr)
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, m_mode(Instance)
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, m_type(Invalid)
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, m_type(Empty)
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, m_valid(false)
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, m_bounding_box_dirty(true)
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{
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@ -1409,13 +1407,7 @@ void GLCanvas3D::Selection::rotate(const Vec3d& rotation)
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if (!m_valid)
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return;
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Transform3d m = Transform3d::Identity();
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if (rotation(2) != 0.0f)
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m.rotate(Eigen::AngleAxisd(rotation(2), Vec3d::UnitZ()));
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else if (rotation(1) != 0.0f)
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m.rotate(Eigen::AngleAxisd(rotation(1), Vec3d::UnitY()));
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else if (rotation(0) != 0.0f)
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m.rotate(Eigen::AngleAxisd(rotation(0), Vec3d::UnitX()));
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Transform3d m = Geometry::assemble_transform(Vec3d::Zero(), rotation);
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bool single_full_instance = is_single_full_instance();
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