Fixed rotation of single instance -> it works now with absolute values.
Added Absolute / relative, World / Local, Rigid body / independent modifier parameter to the object / group rotation.
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f4b2d51f47
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d009be7609
3 changed files with 82 additions and 15 deletions
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@ -1261,17 +1261,21 @@ static double rotation_diff_z(const Vec3d &rot_xyz_from, const Vec3d &rot_xyz_to
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return (axis.z() < 0) ? -angle : angle;
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}
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void GLCanvas3D::Selection::rotate(const Vec3d& rotation, bool local)
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// Rotate an object around one of the axes. Only one rotation component is expected to be changing.
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void GLCanvas3D::Selection::rotate(const Vec3d& rotation, GLCanvas3D::TransformationType transformation_type)
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{
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if (!m_valid)
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return;
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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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int rot_axis_max;
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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, local](GLVolume &volume, int i) {
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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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@ -1283,11 +1287,14 @@ void GLCanvas3D::Selection::rotate(const Vec3d& rotation, bool local)
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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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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_instance_rotation_matrix());
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if (rot_axis_max == 2 && !local)
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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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volume.set_instance_offset(m_cache.dragging_center + m * (m_cache.volumes_data[i].get_instance_position() - m_cache.dragging_center));
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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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@ -1300,7 +1307,7 @@ void GLCanvas3D::Selection::rotate(const Vec3d& rotation, bool local)
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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 (local)
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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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@ -1318,7 +1325,7 @@ void GLCanvas3D::Selection::rotate(const Vec3d& rotation, bool local)
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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 (!local)
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if (transformation_type.joint())
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{
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Vec3d offset = m * (m_cache.volumes_data[i].get_volume_position() + m_cache.volumes_data[i].get_instance_position() - m_cache.dragging_center);
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volume.set_volume_offset(m_cache.dragging_center - m_cache.volumes_data[i].get_instance_position() + offset);
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@ -5162,7 +5169,10 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
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case Gizmos::Rotate:
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{
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// Apply new temporary rotations
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m_selection.rotate(m_gizmos.get_rotation(), evt.AltDown());
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TransformationType transformation_type(TransformationType::World_Relative_Joint);
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if (evt.AltDown())
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transformation_type.set_independent();
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m_selection.rotate(m_gizmos.get_rotation(), transformation_type);
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wxGetApp().obj_manipul()->update_settings_value(m_selection);
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break;
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}
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@ -375,6 +375,59 @@ class GLCanvas3D
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};
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public:
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class TransformationType
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{
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public:
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enum Enum {
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// Transforming in a world coordinate system
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World = 0,
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// Transforming in a local coordinate system
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Local = 1,
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// Absolute transformations, allowed in local coordinate system only.
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Absolute = 0,
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// Relative transformations, allowed in both local and world coordinate system.
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Relative = 2,
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// For group selection, the transformation is performed as if the group made a single solid body.
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Joint = 0,
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// For group selection, the transformation is performed on each object independently.
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Independent = 4,
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World_Relative_Joint = World | Relative | Joint,
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World_Relative_Independent = World | Relative | Independent,
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Local_Absolute_Joint = Local | Absolute | Joint,
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Local_Absolute_Independent = Local | Absolute | Independent,
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Local_Relative_Joint = Local | Relative | Joint,
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Local_Relative_Independent = Local | Relative | Independent,
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};
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TransformationType() : m_value(World) {}
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TransformationType(Enum value) : m_value(value) {}
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TransformationType& operator=(Enum value) { m_value = value; return *this; }
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Enum operator()() const { return m_value; }
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bool has(Enum v) const { return ((unsigned int)m_value & (unsigned int)v) != 0; }
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void set_world() { this->remove(Local); }
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void set_local() { this->add(Local); }
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void set_absolute() { this->remove(Relative); }
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void set_relative() { this->add(Relative); }
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void set_joint() { this->remove(Independent); }
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void set_independent() { this->add(Independent); }
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bool world() const { return ! this->has(Local); }
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bool local() const { return this->has(Local); }
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bool absolute() const { return ! this->has(Relative); }
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bool relative() const { return this->has(Relative); }
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bool joint() const { return ! this->has(Independent); }
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bool independent() const { return this->has(Independent); }
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private:
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void add(Enum v) { m_value = Enum((unsigned int)m_value | (unsigned int)v); }
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void remove(Enum v) { m_value = Enum((unsigned int)m_value & (~(unsigned int)v)); }
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Enum m_value;
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};
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class Selection
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{
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public:
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@ -553,7 +606,7 @@ public:
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void start_dragging();
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void translate(const Vec3d& displacement, bool local = false);
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void rotate(const Vec3d& rotation, bool local);
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void rotate(const Vec3d& rotation, TransformationType transformation_type);
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void flattening_rotate(const Vec3d& normal);
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void scale(const Vec3d& scale, bool local);
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void mirror(Axis axis);
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@ -361,16 +361,20 @@ void ObjectManipulation::change_rotation_value(const Vec3d& rotation)
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GLCanvas3D* canvas = wxGetApp().plater()->canvas3D();
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const GLCanvas3D::Selection& selection = canvas->get_selection();
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Vec3d delta_rotation = rotation - m_cache.rotation;
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GLCanvas3D::TransformationType transformation_type(GLCanvas3D::TransformationType::World_Relative_Joint);
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if (selection.is_single_full_instance() || selection.requires_local_axes())
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transformation_type.set_independent();
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if (selection.is_single_full_instance()) {
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transformation_type.set_absolute();
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transformation_type.set_local();
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}
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Vec3d rad_rotation;
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for (size_t i = 0; i < 3; ++i)
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{
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rad_rotation(i) = Geometry::deg2rad(delta_rotation(i));
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}
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rad_rotation(i) = Geometry::deg2rad((transformation_type.absolute()) ? rotation(i) : rotation(i) - m_cache.rotation(i));
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canvas->get_selection().start_dragging();
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canvas->get_selection().rotate(rad_rotation, selection.is_single_full_instance() || selection.requires_local_axes());
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canvas->get_selection().rotate(rad_rotation, transformation_type);
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canvas->do_rotate();
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m_cache.rotation = rotation;
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