Another partial refactoring of 3d gizmos
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2 changed files with 93 additions and 63 deletions
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@ -20,7 +20,90 @@ static const float AXES_COLOR[3][3] = { { 1.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f
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namespace Slic3r {
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namespace GUI {
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const float GLGizmoBase::Grabber::HalfSize = 2.0f;
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// returns the intersection of the given ray with the plane parallel to plane XY and passing through the given center
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// coordinates are local to the plane
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Vec3d intersection_on_plane_xy(const Linef3& ray, const Vec3d& center)
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{
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Transform3d m = Transform3d::Identity();
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m.translate(-center);
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Vec2d mouse_pos_2d = to_2d(transform(ray, m).intersect_plane(0.0));
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return Vec3d(mouse_pos_2d(0), mouse_pos_2d(1), 0.0);
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}
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// returns the intersection of the given ray with the plane parallel to plane XZ and passing through the given center
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// coordinates are local to the plane
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Vec3d intersection_on_plane_xz(const Linef3& ray, const Vec3d& center)
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{
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Transform3d m = Transform3d::Identity();
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m.rotate(Eigen::AngleAxisd(-0.5 * (double)PI, Vec3d::UnitX()));
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m.translate(-center);
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Vec2d mouse_pos_2d = to_2d(transform(ray, m).intersect_plane(0.0));
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return Vec3d(mouse_pos_2d(0), 0.0, mouse_pos_2d(1));
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}
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// returns the intersection of the given ray with the plane parallel to plane YZ and passing through the given center
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// coordinates are local to the plane
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Vec3d intersection_on_plane_yz(const Linef3& ray, const Vec3d& center)
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{
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Transform3d m = Transform3d::Identity();
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m.rotate(Eigen::AngleAxisd(-0.5f * (double)PI, Vec3d::UnitY()));
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m.translate(-center);
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Vec2d mouse_pos_2d = to_2d(transform(ray, m).intersect_plane(0.0));
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return Vec3d(0.0, mouse_pos_2d(1), -mouse_pos_2d(0));
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}
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// return an index:
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// 0 for plane XY
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// 1 for plane XZ
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// 2 for plane YZ
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// which indicates which plane is best suited for intersecting the given unit vector
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// giving precedence to the plane with the given index
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unsigned int select_best_plane(const Vec3d& unit_vector, unsigned int preferred_plane)
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{
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unsigned int ret = preferred_plane;
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// 1st checks if the given vector is not parallel to the given preferred plane
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double dot_to_normal = 0.0;
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switch (ret)
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{
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case 0: // plane xy
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{
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dot_to_normal = std::abs(unit_vector.dot(Vec3d::UnitZ()));
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break;
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}
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case 1: // plane xz
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{
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dot_to_normal = std::abs(unit_vector.dot(-Vec3d::UnitY()));
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break;
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}
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case 2: // plane yz
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{
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dot_to_normal = std::abs(unit_vector.dot(Vec3d::UnitX()));
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break;
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}
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default:
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{
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break;
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}
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}
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// if almost parallel, select the plane whose normal direction is closest to the given vector direction,
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// otherwise return the given preferred plane index
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if (dot_to_normal < 0.1)
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{
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typedef std::map<double, unsigned int> ProjsMap;
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ProjsMap projs_map;
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projs_map.insert(ProjsMap::value_type(std::abs(unit_vector.dot(Vec3d::UnitZ())), 0)); // plane xy
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projs_map.insert(ProjsMap::value_type(std::abs(unit_vector.dot(-Vec3d::UnitY())), 1)); // plane xz
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projs_map.insert(ProjsMap::value_type(std::abs(unit_vector.dot(Vec3d::UnitX())), 2)); // plane yz
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ret = projs_map.rbegin()->second;
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}
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return ret;
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}
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const float GLGizmoBase::Grabber::HalfSize = 2.0f;
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const float GLGizmoBase::Grabber::DraggingScaleFactor = 1.25f;
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GLGizmoBase::Grabber::Grabber()
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@ -881,77 +964,24 @@ double GLGizmoScale3D::calc_ratio(unsigned int preferred_plane_id, const Linef3&
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Vec3d starting_vec_dir = starting_vec.normalized();
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Vec3d mouse_dir = mouse_ray.unit_vector();
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unsigned int plane_id = preferred_plane_id;
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// 1st try to see if the mouse direction is close enough to the preferred plane normal
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double dot_to_normal = 0.0;
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unsigned int plane_id = select_best_plane(mouse_dir, preferred_plane_id);
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// ratio is given by the projection of the calculated intersection on the starting vector divided by the starting vector length
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switch (plane_id)
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{
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case 0:
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{
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dot_to_normal = std::abs(mouse_dir.dot(Vec3d::UnitZ()));
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ratio = starting_vec_dir.dot(intersection_on_plane_xy(mouse_ray, center)) / len_starting_vec;
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break;
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}
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case 1:
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{
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dot_to_normal = std::abs(mouse_dir.dot(-Vec3d::UnitY()));
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ratio = starting_vec_dir.dot(intersection_on_plane_xz(mouse_ray, center)) / len_starting_vec;
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break;
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}
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case 2:
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{
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dot_to_normal = std::abs(mouse_dir.dot(Vec3d::UnitX()));
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break;
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}
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}
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if (dot_to_normal < 0.1)
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{
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// if not, select the plane who's normal is closest to the mouse direction
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typedef std::map<double, unsigned int> ProjsMap;
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ProjsMap projs_map;
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projs_map.insert(ProjsMap::value_type(std::abs(mouse_dir.dot(Vec3d::UnitZ())), 0)); // plane xy
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projs_map.insert(ProjsMap::value_type(std::abs(mouse_dir.dot(-Vec3d::UnitY())), 1)); // plane xz
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projs_map.insert(ProjsMap::value_type(std::abs(mouse_dir.dot(Vec3d::UnitX())), 2)); // plane yz
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plane_id = projs_map.rbegin()->second;
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}
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switch (plane_id)
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{
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case 0:
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{
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// calculates the intersection of the mouse ray with the plane parallel to plane XY and passing through the given center
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Transform3d m = Transform3d::Identity();
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m.translate(-center);
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Vec2d mouse_pos_2d = to_2d(transform(mouse_ray, m).intersect_plane(0.0));
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// ratio is given by the projection of the calculated intersection on the starting vector divided by the starting vector length
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ratio = starting_vec_dir.dot(Vec3d(mouse_pos_2d(0), mouse_pos_2d(1), 0.0)) / len_starting_vec;
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break;
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}
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case 1:
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{
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// calculates the intersection of the mouse ray with the plane parallel to plane XZ and passing through the given center
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Transform3d m = Transform3d::Identity();
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m.rotate(Eigen::AngleAxisd(-0.5 * (double)PI, Vec3d::UnitX()));
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m.translate(-center);
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Vec2d mouse_pos_2d = to_2d(transform(mouse_ray, m).intersect_plane(0.0));
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// ratio is given by the projection of the calculated intersection on the starting vector divided by the starting vector length
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ratio = starting_vec_dir.dot(Vec3d(mouse_pos_2d(0), 0.0, mouse_pos_2d(1))) / len_starting_vec;
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break;
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}
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case 2:
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{
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// calculates the intersection of the mouse ray with the plane parallel to plane YZ and passing through the given center
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Transform3d m = Transform3d::Identity();
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m.rotate(Eigen::AngleAxisd(-0.5f * (double)PI, Vec3d::UnitY()));
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m.translate(-center);
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Vec2d mouse_pos_2d = to_2d(transform(mouse_ray, m).intersect_plane(0.0));
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// ratio is given by the projection of the calculated intersection on the starting vector divided by the starting vector length
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ratio = starting_vec_dir.dot(Vec3d(0.0, mouse_pos_2d(1), -mouse_pos_2d(0))) / len_starting_vec;
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ratio = starting_vec_dir.dot(intersection_on_plane_yz(mouse_ray, center)) / len_starting_vec;
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break;
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}
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}
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@ -963,7 +993,7 @@ double GLGizmoScale3D::calc_ratio(unsigned int preferred_plane_id, const Linef3&
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GLGizmoFlatten::GLGizmoFlatten(GLCanvas3D& parent)
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: GLGizmoBase(parent)
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, m_normal(Vec3d::Zero())
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, m_center(Vec3d::Zero())
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, m_starting_center(Vec3d::Zero())
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{
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}
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@ -991,7 +1021,7 @@ void GLGizmoFlatten::on_start_dragging(const BoundingBoxf3& box)
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if (m_hover_id != -1)
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{
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m_normal = m_planes[m_hover_id].normal;
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m_center = box.center();
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m_starting_center = box.center();
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}
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}
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@ -1002,7 +1032,7 @@ void GLGizmoFlatten::on_render(const BoundingBoxf3& box) const
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// does not work correctly when there are multiple copies.
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Vec3d dragged_offset(Vec3d::Zero());
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if (m_dragging)
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dragged_offset = box.center() - m_center;
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dragged_offset = box.center() - m_starting_center;
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::glEnable(GL_BLEND);
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::glEnable(GL_DEPTH_TEST);
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@ -286,7 +286,7 @@ private:
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std::vector<PlaneData> m_planes;
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std::vector<Vec2d> m_instances_positions;
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Vec3d m_center;
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Vec3d m_starting_center;
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const ModelObject* m_model_object = nullptr;
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void update_planes();
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