Fixed rotation of multiple instances selection

This commit is contained in:
Enrico Turri 2019-03-08 14:52:32 +01:00
parent 172daa8989
commit b89e95aea7

View File

@ -1222,69 +1222,89 @@ void GLCanvas3D::Selection::rotate(const Vec3d& rotation, GLCanvas3D::Transforma
// Only relative rotation values are allowed in the world coordinate system.
assert(! transformation_type.world() || transformation_type.relative());
int rot_axis_max;
//FIXME this does not work for absolute rotations (transformation_type.absolute() is true)
rotation.cwiseAbs().maxCoeff(&rot_axis_max);
// For generic rotation, we want to rotate the first volume in selection, and then to synchronize the other volumes with it.
std::vector<int> object_instance_first(m_model->objects.size(), -1);
auto rotate_instance = [this, &rotation, &object_instance_first, rot_axis_max, transformation_type](GLVolume &volume, int i) {
int first_volume_idx = object_instance_first[volume.object_idx()];
if (rot_axis_max != 2 && first_volume_idx != -1) {
// Generic rotation, but no rotation around the Z axis.
// Always do a local rotation (do not consider the selection to be a rigid body).
assert(is_approx(rotation.z(), 0.0));
const GLVolume &first_volume = *(*m_volumes)[first_volume_idx];
const Vec3d &rotation = first_volume.get_instance_rotation();
double z_diff = rotation_diff_z(m_cache.volumes_data[first_volume_idx].get_instance_rotation(), m_cache.volumes_data[i].get_instance_rotation());
volume.set_instance_rotation(Vec3d(rotation(0), rotation(1), rotation(2) + z_diff));
} else {
// extracts rotations from the composed transformation
Vec3d new_rotation = transformation_type.world() ?
Geometry::extract_euler_angles(Geometry::assemble_transform(Vec3d::Zero(), rotation) * m_cache.volumes_data[i].get_instance_rotation_matrix()) :
transformation_type.absolute() ? rotation : rotation + m_cache.volumes_data[i].get_instance_rotation();
if (rot_axis_max == 2 && transformation_type.joint()) {
// Only allow rotation of multiple instances as a single rigid body when rotating around the Z axis.
double z_diff = rotation_diff_z(new_rotation, m_cache.volumes_data[i].get_instance_rotation());
volume.set_instance_offset(m_cache.dragging_center + Eigen::AngleAxisd(z_diff, Vec3d::UnitZ()) * (m_cache.volumes_data[i].get_instance_position() - m_cache.dragging_center));
}
volume.set_instance_rotation(new_rotation);
object_instance_first[volume.object_idx()] = i;
}
};
for (unsigned int i : m_list)
int rot_axis_max = 0;
if (rotation.isApprox(Vec3d::Zero()))
{
GLVolume &volume = *(*m_volumes)[i];
if (is_single_full_instance())
rotate_instance(volume, i);
else if (is_single_volume() || is_single_modifier())
{
if (transformation_type.independent())
volume.set_volume_rotation(volume.get_volume_rotation() + rotation);
else
{
Transform3d m = Geometry::assemble_transform(Vec3d::Zero(), rotation);
Vec3d new_rotation = Geometry::extract_euler_angles(m * m_cache.volumes_data[i].get_volume_rotation_matrix());
volume.set_volume_rotation(new_rotation);
}
}
else
for (unsigned int i : m_list)
{
GLVolume &volume = *(*m_volumes)[i];
if (m_mode == Instance)
rotate_instance(volume, i);
{
volume.set_instance_rotation(m_cache.volumes_data[i].get_instance_rotation());
volume.set_instance_offset(m_cache.volumes_data[i].get_instance_position());
}
else if (m_mode == Volume)
{
volume.set_volume_rotation(m_cache.volumes_data[i].get_volume_rotation());
volume.set_volume_offset(m_cache.volumes_data[i].get_volume_position());
}
}
}
else
{
//FIXME this does not work for absolute rotations (transformation_type.absolute() is true)
rotation.cwiseAbs().maxCoeff(&rot_axis_max);
// For generic rotation, we want to rotate the first volume in selection, and then to synchronize the other volumes with it.
std::vector<int> object_instance_first(m_model->objects.size(), -1);
auto rotate_instance = [this, &rotation, &object_instance_first, rot_axis_max, transformation_type](GLVolume &volume, int i) {
int first_volume_idx = object_instance_first[volume.object_idx()];
if (rot_axis_max != 2 && first_volume_idx != -1) {
// Generic rotation, but no rotation around the Z axis.
// Always do a local rotation (do not consider the selection to be a rigid body).
assert(is_approx(rotation.z(), 0.0));
const GLVolume &first_volume = *(*m_volumes)[first_volume_idx];
const Vec3d &rotation = first_volume.get_instance_rotation();
double z_diff = rotation_diff_z(m_cache.volumes_data[first_volume_idx].get_instance_rotation(), m_cache.volumes_data[i].get_instance_rotation());
volume.set_instance_rotation(Vec3d(rotation(0), rotation(1), rotation(2) + z_diff));
} else {
// extracts rotations from the composed transformation
Transform3d m = Geometry::assemble_transform(Vec3d::Zero(), rotation);
Vec3d new_rotation = Geometry::extract_euler_angles(m * m_cache.volumes_data[i].get_volume_rotation_matrix());
if (transformation_type.joint())
{
Vec3d local_pivot = m_cache.volumes_data[i].get_instance_full_matrix().inverse() * m_cache.dragging_center;
Vec3d offset = m * (m_cache.volumes_data[i].get_volume_position() - local_pivot);
volume.set_volume_offset(local_pivot + offset);
Vec3d new_rotation = transformation_type.world() ?
Geometry::extract_euler_angles(Geometry::assemble_transform(Vec3d::Zero(), rotation) * m_cache.volumes_data[i].get_instance_rotation_matrix()) :
transformation_type.absolute() ? rotation : rotation + m_cache.volumes_data[i].get_instance_rotation();
if (rot_axis_max == 2 && transformation_type.joint()) {
// Only allow rotation of multiple instances as a single rigid body when rotating around the Z axis.
Vec3d offset = Geometry::assemble_transform(Vec3d::Zero(), Vec3d(0.0, 0.0, new_rotation(2) - m_cache.volumes_data[i].get_instance_rotation()(2))) * (m_cache.volumes_data[i].get_instance_position() - m_cache.dragging_center);
volume.set_instance_offset(m_cache.dragging_center + offset);
}
volume.set_instance_rotation(new_rotation);
object_instance_first[volume.object_idx()] = i;
}
};
for (unsigned int i : m_list)
{
GLVolume &volume = *(*m_volumes)[i];
if (is_single_full_instance())
rotate_instance(volume, i);
else if (is_single_volume() || is_single_modifier())
{
if (transformation_type.independent())
volume.set_volume_rotation(volume.get_volume_rotation() + rotation);
else
{
Transform3d m = Geometry::assemble_transform(Vec3d::Zero(), rotation);
Vec3d new_rotation = Geometry::extract_euler_angles(m * m_cache.volumes_data[i].get_volume_rotation_matrix());
volume.set_volume_rotation(new_rotation);
}
}
else
{
if (m_mode == Instance)
rotate_instance(volume, i);
else if (m_mode == Volume)
{
// extracts rotations from the composed transformation
Transform3d m = Geometry::assemble_transform(Vec3d::Zero(), rotation);
Vec3d new_rotation = Geometry::extract_euler_angles(m * m_cache.volumes_data[i].get_volume_rotation_matrix());
if (transformation_type.joint())
{
Vec3d local_pivot = m_cache.volumes_data[i].get_instance_full_matrix().inverse() * m_cache.dragging_center;
Vec3d offset = m * (m_cache.volumes_data[i].get_volume_position() - local_pivot);
volume.set_volume_offset(local_pivot + offset);
}
volume.set_volume_rotation(new_rotation);
}
volume.set_volume_rotation(new_rotation);
}
}
}