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