Merge branch 'dev' of https://github.com/prusa3d/Slic3r into dev
This commit is contained in:
commit
d41b7a3749
@ -237,7 +237,6 @@ BoundingBoxf3 Model::bounding_box() const
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void Model::center_instances_around_point(const Vec2d &point)
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{
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// BoundingBoxf3 bb = this->bounding_box();
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BoundingBoxf3 bb;
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for (ModelObject *o : this->objects)
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for (size_t i = 0; i < o->instances.size(); ++ i)
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@ -995,7 +994,7 @@ BoundingBoxf3 ModelInstance::transform_mesh_bounding_box(const TriangleMesh* mes
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{
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// Rotate around mesh origin.
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TriangleMesh copy(*mesh);
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copy.transform(world_matrix(dont_translate, false, true).cast<float>());
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copy.transform(world_matrix(true, false, true).cast<float>());
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BoundingBoxf3 bbox = copy.bounding_box();
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if (!empty(bbox)) {
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@ -224,7 +224,6 @@ public:
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friend class ModelObject;
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// Transform3d transform;
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double rotation; // Rotation around the Z axis, in radians around mesh center point
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double scaling_factor;
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Vec2d offset; // in unscaled coordinates
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@ -195,9 +195,9 @@ const float GLVolume::OUTSIDE_COLOR[4] = { 0.0f, 0.38f, 0.8f, 1.0f };
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const float GLVolume::SELECTED_OUTSIDE_COLOR[4] = { 0.19f, 0.58f, 1.0f, 1.0f };
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GLVolume::GLVolume(float r, float g, float b, float a)
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: m_origin(0, 0, 0)
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, m_angle_z(0.0f)
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, m_scale_factor(1.0f)
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: m_offset(Vec3d::Zero())
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, m_rotation(0.0)
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, m_scaling_factor(1.0)
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, m_world_matrix(Transform3f::Identity())
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, m_world_matrix_dirty(true)
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, m_transformed_bounding_box_dirty(true)
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@ -255,43 +255,43 @@ void GLVolume::set_render_color()
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set_render_color(color, 4);
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}
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const Vec3d& GLVolume::get_origin() const
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double GLVolume::get_rotation()
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{
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return m_origin;
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return m_rotation;
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}
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float GLVolume::get_angle_z()
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void GLVolume::set_rotation(double rotation)
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{
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return m_angle_z;
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}
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void GLVolume::set_origin(const Vec3d& origin)
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if (m_rotation != rotation)
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{
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if (m_origin != origin)
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{
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m_origin = origin;
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m_rotation = rotation;
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m_world_matrix_dirty = true;
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m_transformed_bounding_box_dirty = true;
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m_transformed_convex_hull_bounding_box_dirty = true;
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}
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}
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void GLVolume::set_angle_z(float angle_z)
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const Vec3d& GLVolume::get_offset() const
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{
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if (m_angle_z != angle_z)
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return m_offset;
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}
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void GLVolume::set_offset(const Vec3d& offset)
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{
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m_angle_z = angle_z;
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if (m_offset != offset)
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{
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m_offset = offset;
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m_world_matrix_dirty = true;
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m_transformed_bounding_box_dirty = true;
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m_transformed_convex_hull_bounding_box_dirty = true;
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}
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}
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void GLVolume::set_scale_factor(float scale_factor)
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void GLVolume::set_scaling_factor(double factor)
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{
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if (m_scale_factor != scale_factor)
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if (m_scaling_factor != factor)
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{
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m_scale_factor = scale_factor;
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m_scaling_factor = factor;
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m_world_matrix_dirty = true;
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m_transformed_bounding_box_dirty = true;
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m_transformed_convex_hull_bounding_box_dirty = true;
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@ -308,9 +308,9 @@ const Transform3f& GLVolume::world_matrix() const
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if (m_world_matrix_dirty)
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{
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m_world_matrix = Transform3f::Identity();
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m_world_matrix.translate(Vec3f((float)m_origin(0), (float)m_origin(1), (float)m_origin(2)));
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m_world_matrix.rotate(Eigen::AngleAxisf(m_angle_z, Vec3f::UnitZ()));
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m_world_matrix.scale(m_scale_factor);
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m_world_matrix.translate(m_offset.cast<float>());
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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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m_world_matrix_dirty = false;
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}
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return m_world_matrix;
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@ -384,9 +384,9 @@ void GLVolume::render() const
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::glCullFace(GL_BACK);
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::glPushMatrix();
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::glTranslated(m_origin(0), m_origin(1), m_origin(2));
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::glRotatef(m_angle_z * 180.0f / PI, 0.0f, 0.0f, 1.0f);
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::glScalef(m_scale_factor, m_scale_factor, m_scale_factor);
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::glTranslated(m_offset(0), m_offset(1), m_offset(2));
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::glRotated(m_rotation * 180.0 / (double)PI, 0.0, 0.0, 1.0);
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::glScaled(m_scaling_factor, m_scaling_factor, m_scaling_factor);
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if (this->indexed_vertex_array.indexed())
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this->indexed_vertex_array.render(this->tverts_range, this->qverts_range);
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else
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@ -510,9 +510,9 @@ void GLVolume::render_VBOs(int color_id, int detection_id, int worldmatrix_id) c
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::glNormalPointer(GL_FLOAT, 6 * sizeof(float), nullptr);
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::glPushMatrix();
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::glTranslated(m_origin(0), m_origin(1), m_origin(2));
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::glRotatef(m_angle_z * 180.0f / PI, 0.0f, 0.0f, 1.0f);
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::glScalef(m_scale_factor, m_scale_factor, m_scale_factor);
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::glTranslated(m_offset(0), m_offset(1), m_offset(2));
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::glRotated(m_rotation * 180.0 / (double)PI, 0.0, 0.0, 1.0);
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::glScaled(m_scaling_factor, m_scaling_factor, m_scaling_factor);
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if (n_triangles > 0)
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{
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@ -555,9 +555,9 @@ void GLVolume::render_legacy() const
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::glNormalPointer(GL_FLOAT, 6 * sizeof(float), indexed_vertex_array.vertices_and_normals_interleaved.data());
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::glPushMatrix();
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::glTranslated(m_origin(0), m_origin(1), m_origin(2));
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::glRotatef(m_angle_z * 180.0f / PI, 0.0f, 0.0f, 1.0f);
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::glScalef(m_scale_factor, m_scale_factor, m_scale_factor);
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::glTranslated(m_offset(0), m_offset(1), m_offset(2));
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::glRotated(m_rotation * 180.0 / (double)PI, 0.0, 0.0, 1.0);
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::glScaled(m_scaling_factor, m_scaling_factor, m_scaling_factor);
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if (n_triangles > 0)
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::glDrawElements(GL_TRIANGLES, n_triangles, GL_UNSIGNED_INT, indexed_vertex_array.triangle_indices.data() + tverts_range.first);
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@ -675,9 +675,9 @@ std::vector<int> GLVolumeCollection::load_object(
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}
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v.is_modifier = model_volume->modifier;
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v.shader_outside_printer_detection_enabled = !model_volume->modifier;
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v.set_origin(Vec3d(instance->offset(0), instance->offset(1), 0.0));
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v.set_angle_z(instance->rotation);
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v.set_scale_factor(instance->scaling_factor);
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v.set_offset(Vec3d(instance->offset(0), instance->offset(1), 0.0));
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v.set_rotation(instance->rotation);
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v.set_scaling_factor(instance->scaling_factor);
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}
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}
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@ -746,7 +746,7 @@ int GLVolumeCollection::load_wipe_tower_preview(
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else
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v.indexed_vertex_array.load_mesh_flat_shading(mesh);
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v.set_origin(Vec3d(pos_x, pos_y, 0.));
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v.set_offset(Vec3d(pos_x, pos_y, 0.0));
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// finalize_geometry() clears the vertex arrays, therefore the bounding box has to be computed before finalize_geometry().
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v.bounding_box = v.indexed_vertex_array.bounding_box();
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@ -255,11 +255,11 @@ public:
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private:
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// Offset of the volume to be rendered.
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Vec3d m_origin;
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Vec3d m_offset;
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// Rotation around Z axis of the volume to be rendered.
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float m_angle_z;
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double m_rotation;
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// Scale factor of the volume to be rendered.
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float m_scale_factor;
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double m_scaling_factor;
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// World matrix of the volume to be rendered.
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mutable Transform3f m_world_matrix;
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// Whether or not is needed to recalculate the world matrix.
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@ -327,11 +327,14 @@ public:
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// Sets render color in dependence of current state
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void set_render_color();
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float get_angle_z();
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const Vec3d& get_origin() const;
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void set_origin(const Vec3d& origin);
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void set_angle_z(float angle_z);
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void set_scale_factor(float scale_factor);
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double get_rotation();
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void set_rotation(double rotation);
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const Vec3d& get_offset() const;
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void set_offset(const Vec3d& offset);
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void set_scaling_factor(double factor);
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void set_convex_hull(const TriangleMesh& convex_hull);
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int object_idx() const { return this->composite_id / 1000000; }
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@ -3001,7 +3001,7 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
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Vec3d normal = m_gizmos.get_flattening_normal();
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if (normal != Vec3d::Zero()) {
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Vec3d axis = normal(2) > 0.999f ? Vec3d::UnitX() : normal.cross(-Vec3d::UnitZ());
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float angle = -acos(-normal(2));
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float angle = acos(-normal(2));
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m_on_gizmo_rotate_callback.call(angle, (float)axis(0), (float)axis(1), (float)axis(2));
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}
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}
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@ -3126,7 +3126,9 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
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// Apply new temporary volume origin and ignore Z.
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for (GLVolume* v : volumes)
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v->set_origin(v->get_origin() + Vec3d(vector(0), vector(1), 0.0));
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{
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v->set_offset(v->get_offset() + Vec3d(vector(0), vector(1), 0.0));
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}
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m_mouse.drag.start_position_3D = cur_pos;
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m_gizmos.refresh();
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@ -3166,7 +3168,7 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
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float scale_factor = m_gizmos.get_scale();
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for (GLVolume* v : volumes)
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{
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v->set_scale_factor(scale_factor);
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v->set_scaling_factor((double)scale_factor);
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}
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break;
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}
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@ -3176,7 +3178,7 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
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float angle_z = m_gizmos.get_angle_z();
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for (GLVolume* v : volumes)
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{
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v->set_angle_z(angle_z);
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v->set_rotation((double)angle_z);
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}
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break;
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}
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@ -3194,7 +3196,7 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
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const Vec3d& size = bb.size();
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m_on_update_geometry_info_callback.call(size(0), size(1), size(2), m_gizmos.get_scale());
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update_scale_values(size, m_gizmos.get_scale());
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update_rotation_value(volumes[0]->get_angle_z(), "z");
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update_rotation_value(volumes[0]->get_rotation(), "z");
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}
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if ((m_gizmos.get_current_type() != Gizmos::Rotate) && (volumes.size() > 1))
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@ -5219,7 +5221,7 @@ void GLCanvas3D::_on_move(const std::vector<int>& volume_idxs)
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std::set<std::string> done; // prevent moving instances twice
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bool object_moved = false;
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Vec3d wipe_tower_origin(0.0, 0.0, 0.0);
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Vec3d wipe_tower_origin = Vec3d::Zero();
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for (int volume_idx : volume_idxs)
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{
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GLVolume* volume = m_volumes.volumes[volume_idx];
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@ -5238,20 +5240,20 @@ void GLCanvas3D::_on_move(const std::vector<int>& volume_idxs)
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{
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// Move a regular object.
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ModelObject* model_object = m_model->objects[obj_idx];
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const Vec3d& origin = volume->get_origin();
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model_object->instances[instance_idx]->offset = Vec2d(origin(0), origin(1));
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const Vec3d& offset = volume->get_offset();
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model_object->instances[instance_idx]->offset = Vec2d(offset(0), offset(1));
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model_object->invalidate_bounding_box();
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object_moved = true;
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}
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else if (obj_idx == 1000)
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// Move a wipe tower proxy.
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wipe_tower_origin = volume->get_origin();
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wipe_tower_origin = volume->get_offset();
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}
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if (object_moved)
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m_on_instance_moved_callback.call();
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if (wipe_tower_origin != Vec3d(0.0, 0.0, 0.0))
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if (wipe_tower_origin != Vec3d::Zero())
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m_on_wipe_tower_moved_callback.call(wipe_tower_origin(0), wipe_tower_origin(1));
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}
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@ -56,9 +56,9 @@
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int volume_idx() const;
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int instance_idx() const;
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Clone<Vec3d> origin() const
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%code%{ RETVAL = THIS->get_origin(); %};
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%code%{ RETVAL = THIS->get_offset(); %};
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void translate(double x, double y, double z)
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%code%{ THIS->set_origin(THIS->get_origin() + Vec3d(x, y, z)); %};
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%code%{ THIS->set_offset(THIS->get_offset() + Vec3d(x, y, z)); %};
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Clone<BoundingBoxf3> bounding_box() const
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%code%{ RETVAL = THIS->bounding_box; %};
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