More camera related functionalities moved from GLCanvas3D to Camera
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a3e6412113
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@ -27,13 +27,13 @@ double Camera::FrustrumMinZSize = 50.0;
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double Camera::FrustrumZMargin = 10.0;
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Camera::Camera()
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: zoom(1.0f)
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, phi(45.0f)
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: phi(45.0f)
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, requires_zoom_to_bed(false)
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, inverted_phi(false)
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, m_type(Ortho)
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, m_target(Vec3d::Zero())
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, m_theta(45.0f)
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, m_zoom(1.0)
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, m_distance(DefaultDistance)
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, m_view_matrix(Transform3d::Identity())
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, m_projection_matrix(Transform3d::Identity())
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@ -83,6 +83,22 @@ void Camera::set_theta(float theta, bool apply_limit)
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}
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}
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void Camera::set_zoom(double zoom, const BoundingBoxf3& max_box, int canvas_w, int canvas_h)
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{
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zoom = std::max(std::min(zoom, 4.0), -4.0) / 10.0;
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zoom = m_zoom / (1.0 - zoom);
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// Don't allow to zoom too far outside the scene.
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double zoom_min = calc_zoom_to_bounding_box_factor(max_box, canvas_w, canvas_h);
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if (zoom_min > 0.0)
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zoom = std::max(zoom, zoom_min * 0.7);
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// Don't allow to zoom too close to the scene.
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zoom = std::min(zoom, 100.0);
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m_zoom = zoom;
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}
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bool Camera::select_view(const std::string& direction)
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{
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const float* dir_vec = nullptr;
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@ -142,7 +158,8 @@ void Camera::apply_projection(const BoundingBoxf3& box) const
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double w = (double)m_viewport[2];
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double h = (double)m_viewport[3];
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double two_zoom = 2.0 * zoom;
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double two_zoom = 2.0 * m_zoom;
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if (two_zoom != 0.0)
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{
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double inv_two_zoom = 1.0 / two_zoom;
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@ -172,6 +189,18 @@ void Camera::apply_projection(const BoundingBoxf3& box) const
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glsafe(::glMatrixMode(GL_MODELVIEW));
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}
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void Camera::zoom_to_box(const BoundingBoxf3& box, int canvas_w, int canvas_h)
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{
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// Calculate the zoom factor needed to adjust the view around the given box.
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double zoom = calc_zoom_to_bounding_box_factor(box, canvas_w, canvas_h);
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if (zoom > 0.0)
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{
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m_zoom = zoom;
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// center view around box center
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m_target = box.center();
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}
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}
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#if ENABLE_CAMERA_STATISTICS
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void Camera::debug_render() const
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{
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@ -212,7 +241,7 @@ std::pair<double, double> Camera::calc_tight_frustrum_zs_around(const BoundingBo
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Vec3d bb_min = box.min;
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Vec3d bb_max = box.max;
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// bbox vertices in world space
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// box vertices in world space
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std::vector<Vec3d> vertices;
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vertices.reserve(8);
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vertices.push_back(bb_min);
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@ -251,6 +280,67 @@ std::pair<double, double> Camera::calc_tight_frustrum_zs_around(const BoundingBo
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return ret;
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}
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double Camera::calc_zoom_to_bounding_box_factor(const BoundingBoxf3& box, int canvas_w, int canvas_h) const
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{
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double max_bb_size = box.max_size();
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if (max_bb_size == 0.0)
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return -1.0;
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// project the box vertices on a plane perpendicular to the camera forward axis
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// then calculates the vertices coordinate on this plane along the camera xy axes
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// ensure that the view matrix is updated
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apply_view_matrix();
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Vec3d right = get_dir_right();
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Vec3d up = get_dir_up();
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Vec3d forward = get_dir_forward();
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Vec3d bb_min = box.min;
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Vec3d bb_max = box.max;
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Vec3d bb_center = box.center();
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// box vertices in world space
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std::vector<Vec3d> vertices;
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vertices.reserve(8);
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vertices.push_back(bb_min);
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vertices.emplace_back(bb_max(0), bb_min(1), bb_min(2));
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vertices.emplace_back(bb_max(0), bb_max(1), bb_min(2));
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vertices.emplace_back(bb_min(0), bb_max(1), bb_min(2));
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vertices.emplace_back(bb_min(0), bb_min(1), bb_max(2));
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vertices.emplace_back(bb_max(0), bb_min(1), bb_max(2));
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vertices.push_back(bb_max);
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vertices.emplace_back(bb_min(0), bb_max(1), bb_max(2));
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double max_x = 0.0;
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double max_y = 0.0;
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// margin factor to give some empty space around the box
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double margin_factor = 1.25;
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for (const Vec3d& v : vertices)
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{
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// project vertex on the plane perpendicular to camera forward axis
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Vec3d pos(v(0) - bb_center(0), v(1) - bb_center(1), v(2) - bb_center(2));
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Vec3d proj_on_plane = pos - pos.dot(forward) * forward;
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// calculates vertex coordinate along camera xy axes
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double x_on_plane = proj_on_plane.dot(right);
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double y_on_plane = proj_on_plane.dot(up);
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max_x = std::max(max_x, std::abs(x_on_plane));
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max_y = std::max(max_y, std::abs(y_on_plane));
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}
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if ((max_x == 0.0) || (max_y == 0.0))
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return -1.0f;
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max_x *= margin_factor;
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max_y *= margin_factor;
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return std::min((double)canvas_w / (2.0 * max_x), (double)canvas_h / (2.0 * max_y));
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}
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} // GUI
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} // Slic3r
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@ -21,7 +21,6 @@ struct Camera
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Num_types
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};
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float zoom;
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float phi;
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bool requires_zoom_to_bed;
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bool inverted_phi;
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@ -30,6 +29,7 @@ private:
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EType m_type;
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Vec3d m_target;
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float m_theta;
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double m_zoom;
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// Distance between camera position and camera target measured along the camera Z axis
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double m_distance;
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@ -54,8 +54,11 @@ public:
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float get_theta() const { return m_theta; }
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void set_theta(float theta, bool apply_limit);
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double get_zoom() const { return m_zoom; }
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void set_zoom(double zoom, const BoundingBoxf3& max_box, int canvas_w, int canvas_h);
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const BoundingBoxf3& get_scene_box() const { return m_scene_box; }
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void set_scene_box(const BoundingBoxf3& box){ m_scene_box = box; }
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void set_scene_box(const BoundingBoxf3& box) { m_scene_box = box; }
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bool select_view(const std::string& direction);
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@ -76,6 +79,8 @@ public:
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void apply_view_matrix() const;
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void apply_projection(const BoundingBoxf3& box) const;
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void zoom_to_box(const BoundingBoxf3& box, int canvas_w, int canvas_h);
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#if ENABLE_CAMERA_STATISTICS
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void debug_render() const;
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#endif // ENABLE_CAMERA_STATISTICS
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@ -84,6 +89,7 @@ private:
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// returns tight values for nearZ and farZ plane around the given bounding box
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// the camera MUST be outside of the bounding box in eye coordinate of the given box
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std::pair<double, double> calc_tight_frustrum_zs_around(const BoundingBoxf3& box) const;
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double calc_zoom_to_bounding_box_factor(const BoundingBoxf3& box, int canvas_w, int canvas_h) const;
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};
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} // GUI
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@ -357,7 +357,7 @@ Rect GLCanvas3D::LayersEditing::get_bar_rect_viewport(const GLCanvas3D& canvas)
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float half_w = 0.5f * (float)cnv_size.get_width();
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float half_h = 0.5f * (float)cnv_size.get_height();
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float zoom = canvas.get_camera().zoom;
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float zoom = (float)canvas.get_camera().get_zoom();
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float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
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return Rect((half_w - thickness_bar_width(canvas)) * inv_zoom, half_h * inv_zoom, half_w * inv_zoom, (-half_h + reset_button_height(canvas)) * inv_zoom);
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@ -369,7 +369,7 @@ Rect GLCanvas3D::LayersEditing::get_reset_rect_viewport(const GLCanvas3D& canvas
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float half_w = 0.5f * (float)cnv_size.get_width();
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float half_h = 0.5f * (float)cnv_size.get_height();
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float zoom = canvas.get_camera().zoom;
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float zoom = (float)canvas.get_camera().get_zoom();
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float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
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return Rect((half_w - thickness_bar_width(canvas)) * inv_zoom, (-half_h + reset_button_height(canvas)) * inv_zoom, half_w * inv_zoom, -half_h * inv_zoom);
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@ -400,7 +400,7 @@ void GLCanvas3D::LayersEditing::_render_tooltip_texture(const GLCanvas3D& canvas
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const float width = (float)m_tooltip_texture.get_width() * scale;
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const float height = (float)m_tooltip_texture.get_height() * scale;
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float zoom = canvas.get_camera().zoom;
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float zoom = (float)canvas.get_camera().get_zoom();
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float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
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float gap = 10.0f * inv_zoom;
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@ -867,7 +867,7 @@ void GLCanvas3D::WarningTexture::render(const GLCanvas3D& canvas) const
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if ((m_id > 0) && (m_original_width > 0) && (m_original_height > 0) && (m_width > 0) && (m_height > 0))
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{
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const Size& cnv_size = canvas.get_canvas_size();
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float zoom = canvas.get_camera().zoom;
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float zoom = (float)canvas.get_camera().get_zoom();
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float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
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float left = (-0.5f * (float)m_original_width) * inv_zoom;
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float top = (-0.5f * (float)cnv_size.get_height() + (float)m_original_height + 2.0f) * inv_zoom;
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@ -1140,7 +1140,7 @@ void GLCanvas3D::LegendTexture::render(const GLCanvas3D& canvas) const
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if ((m_id > 0) && (m_original_width > 0) && (m_original_height > 0) && (m_width > 0) && (m_height > 0))
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{
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const Size& cnv_size = canvas.get_canvas_size();
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float zoom = canvas.get_camera().zoom;
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float zoom = (float)canvas.get_camera().get_zoom();
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float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
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float left = (-0.5f * (float)cnv_size.get_width()) * inv_zoom;
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float top = (0.5f * (float)cnv_size.get_height()) * inv_zoom;
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@ -1523,20 +1523,20 @@ void GLCanvas3D::allow_multisample(bool allow)
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void GLCanvas3D::zoom_to_bed()
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{
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_zoom_to_bounding_box(m_bed.get_bounding_box(false));
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_zoom_to_box(m_bed.get_bounding_box(false));
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}
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void GLCanvas3D::zoom_to_volumes()
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{
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m_apply_zoom_to_volumes_filter = true;
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_zoom_to_bounding_box(volumes_bounding_box());
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_zoom_to_box(volumes_bounding_box());
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m_apply_zoom_to_volumes_filter = false;
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}
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void GLCanvas3D::zoom_to_selection()
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{
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if (!m_selection.is_empty())
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_zoom_to_bounding_box(m_selection.get_bounding_box());
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_zoom_to_box(m_selection.get_bounding_box());
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}
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void GLCanvas3D::select_view(const std::string& direction)
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@ -2368,9 +2368,9 @@ void GLCanvas3D::on_char(wxKeyEvent& evt)
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case 'C':
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case 'c': { m_camera.select_next_type(); m_dirty = true; break; }
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case 'I':
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case 'i': { set_camera_zoom(1.0f); break; }
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case 'i': { set_camera_zoom(1.0); break; }
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case 'O':
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case 'o': { set_camera_zoom(-1.0f); break; }
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case 'o': { set_camera_zoom(-1.0); break; }
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case 'Z':
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case 'z': { m_selection.is_empty() ? zoom_to_volumes() : zoom_to_selection(); break; }
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default: { evt.Skip(); break; }
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@ -2507,7 +2507,7 @@ void GLCanvas3D::on_mouse_wheel(wxMouseEvent& evt)
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return;
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// Calculate the zoom delta and apply it to the current zoom factor
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set_camera_zoom((float)evt.GetWheelRotation() / (float)evt.GetWheelDelta());
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set_camera_zoom((double)evt.GetWheelRotation() / (double)evt.GetWheelDelta());
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}
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void GLCanvas3D::on_timer(wxTimerEvent& evt)
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@ -3259,20 +3259,10 @@ void GLCanvas3D::do_mirror()
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post_event(SimpleEvent(EVT_GLCANVAS_SCHEDULE_BACKGROUND_PROCESS));
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}
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void GLCanvas3D::set_camera_zoom(float zoom)
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void GLCanvas3D::set_camera_zoom(double zoom)
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{
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zoom = std::max(std::min(zoom, 4.0f), -4.0f) / 10.0f;
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zoom = m_camera.zoom / (1.0f - zoom);
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// Don't allow to zoom too far outside the scene.
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float zoom_min = _get_zoom_to_bounding_box_factor(_max_bounding_box(false));
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if (zoom_min > 0.0f)
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zoom = std::max(zoom, zoom_min * 0.7f);
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// Don't allow to zoom too close to the scene.
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zoom = std::min(zoom, 100.0f);
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m_camera.zoom = zoom;
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const Size& cnv_size = get_canvas_size();
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m_camera.set_zoom(zoom, _max_bounding_box(false), cnv_size.get_width(), cnv_size.get_height());
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m_dirty = true;
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}
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@ -3600,79 +3590,11 @@ BoundingBoxf3 GLCanvas3D::_max_bounding_box(bool include_bed_model) const
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return bb;
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}
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void GLCanvas3D::_zoom_to_bounding_box(const BoundingBoxf3& bbox)
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void GLCanvas3D::_zoom_to_box(const BoundingBoxf3& box)
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{
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// Calculate the zoom factor needed to adjust viewport to bounding box.
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float zoom = _get_zoom_to_bounding_box_factor(bbox);
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if (zoom > 0.0f)
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{
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m_camera.zoom = zoom;
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// center view around bounding box center
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m_camera.set_target(bbox.center());
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m_dirty = true;
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}
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}
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float GLCanvas3D::_get_zoom_to_bounding_box_factor(const BoundingBoxf3& bbox) const
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{
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float max_bb_size = bbox.max_size();
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if (max_bb_size == 0.0f)
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return -1.0f;
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// project the bbox vertices on a plane perpendicular to the camera forward axis
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// then calculates the vertices coordinate on this plane along the camera xy axes
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// we need the view matrix, we let opengl calculate it (same as done in render())
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m_camera.apply_view_matrix();
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Vec3d right = m_camera.get_dir_right();
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Vec3d up = m_camera.get_dir_up();
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Vec3d forward = m_camera.get_dir_forward();
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Vec3d bb_min = bbox.min;
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Vec3d bb_max = bbox.max;
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Vec3d bb_center = bbox.center();
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// bbox vertices in world space
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std::vector<Vec3d> vertices;
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vertices.reserve(8);
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vertices.push_back(bb_min);
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vertices.emplace_back(bb_max(0), bb_min(1), bb_min(2));
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vertices.emplace_back(bb_max(0), bb_max(1), bb_min(2));
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vertices.emplace_back(bb_min(0), bb_max(1), bb_min(2));
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vertices.emplace_back(bb_min(0), bb_min(1), bb_max(2));
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vertices.emplace_back(bb_max(0), bb_min(1), bb_max(2));
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vertices.push_back(bb_max);
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vertices.emplace_back(bb_min(0), bb_max(1), bb_max(2));
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double max_x = 0.0;
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double max_y = 0.0;
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// margin factor to give some empty space around the bbox
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double margin_factor = 1.25;
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for (const Vec3d& v : vertices)
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{
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// project vertex on the plane perpendicular to camera forward axis
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Vec3d pos(v(0) - bb_center(0), v(1) - bb_center(1), v(2) - bb_center(2));
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Vec3d proj_on_plane = pos - pos.dot(forward) * forward;
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// calculates vertex coordinate along camera xy axes
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double x_on_plane = proj_on_plane.dot(right);
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double y_on_plane = proj_on_plane.dot(up);
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max_x = std::max(max_x, margin_factor * std::abs(x_on_plane));
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max_y = std::max(max_y, margin_factor * std::abs(y_on_plane));
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}
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if ((max_x == 0.0) || (max_y == 0.0))
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return -1.0f;
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max_x *= 2.0;
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max_y *= 2.0;
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const Size& cnv_size = get_canvas_size();
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return (float)std::min((double)cnv_size.get_width() / max_x, (double)cnv_size.get_height() / max_y);
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m_camera.zoom_to_box(box, cnv_size.get_width(), cnv_size.get_height());
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m_dirty = true;
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}
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void GLCanvas3D::_refresh_if_shown_on_screen()
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@ -4088,7 +4010,7 @@ void GLCanvas3D::_render_toolbar() const
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#endif // ENABLE_RETINA_GL
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Size cnv_size = get_canvas_size();
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float zoom = m_camera.zoom;
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float zoom = (float)m_camera.get_zoom();
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float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
|
||||
|
||||
GLToolbar::Layout::EOrientation orientation = m_toolbar.get_layout_orientation();
|
||||
@ -4156,7 +4078,7 @@ void GLCanvas3D::_render_view_toolbar() const
|
||||
#endif // ENABLE_RETINA_GL
|
||||
|
||||
Size cnv_size = get_canvas_size();
|
||||
float zoom = m_camera.zoom;
|
||||
float zoom = (float)m_camera.get_zoom();
|
||||
float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
|
||||
|
||||
// places the toolbar on the bottom-left corner of the 3d scene
|
||||
|
@ -598,7 +598,7 @@ public:
|
||||
void do_flatten();
|
||||
void do_mirror();
|
||||
|
||||
void set_camera_zoom(float zoom);
|
||||
void set_camera_zoom(double zoom);
|
||||
|
||||
void update_gizmos_on_off_state();
|
||||
void reset_all_gizmos() { m_gizmos.reset_all_states(); }
|
||||
@ -638,8 +638,7 @@ private:
|
||||
|
||||
BoundingBoxf3 _max_bounding_box(bool include_bed_model) const;
|
||||
|
||||
void _zoom_to_bounding_box(const BoundingBoxf3& bbox);
|
||||
float _get_zoom_to_bounding_box_factor(const BoundingBoxf3& bbox) const;
|
||||
void _zoom_to_box(const BoundingBoxf3& box);
|
||||
|
||||
void _refresh_if_shown_on_screen();
|
||||
|
||||
|
@ -68,7 +68,7 @@ namespace GUI {
|
||||
if (!is_dragging())
|
||||
return;
|
||||
|
||||
float zoom = canvas.get_camera().zoom;
|
||||
float zoom = (float)canvas.get_camera().get_zoom();
|
||||
float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
|
||||
|
||||
Size cnv_size = canvas.get_canvas_size();
|
||||
|
@ -607,7 +607,7 @@ std::string GLToolbar::update_hover_state_horizontal(const Vec2d& mouse_pos, GLC
|
||||
{
|
||||
// NB: mouse_pos is already scaled appropriately
|
||||
|
||||
float zoom = parent.get_camera().zoom;
|
||||
float zoom = (float)parent.get_camera().get_zoom();
|
||||
float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
|
||||
#if ENABLE_SVG_ICONS
|
||||
float factor = m_layout.scale * inv_zoom;
|
||||
@ -712,7 +712,7 @@ std::string GLToolbar::update_hover_state_vertical(const Vec2d& mouse_pos, GLCan
|
||||
{
|
||||
// NB: mouse_pos is already scaled appropriately
|
||||
|
||||
float zoom = parent.get_camera().zoom;
|
||||
float zoom = (float)parent.get_camera().get_zoom();
|
||||
float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
|
||||
#if ENABLE_SVG_ICONS
|
||||
float factor = m_layout.scale * inv_zoom;
|
||||
@ -829,7 +829,7 @@ int GLToolbar::contains_mouse_horizontal(const Vec2d& mouse_pos, const GLCanvas3
|
||||
{
|
||||
// NB: mouse_pos is already scaled appropriately
|
||||
|
||||
float zoom = parent.get_camera().zoom;
|
||||
float zoom = (float)parent.get_camera().get_zoom();
|
||||
float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
|
||||
#if ENABLE_SVG_ICONS
|
||||
float factor = m_layout.scale * inv_zoom;
|
||||
@ -912,7 +912,7 @@ int GLToolbar::contains_mouse_vertical(const Vec2d& mouse_pos, const GLCanvas3D&
|
||||
{
|
||||
// NB: mouse_pos is already scaled appropriately
|
||||
|
||||
float zoom = parent.get_camera().zoom;
|
||||
float zoom = (float)parent.get_camera().get_zoom();
|
||||
float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
|
||||
#if ENABLE_SVG_ICONS
|
||||
float factor = m_layout.scale * inv_zoom;
|
||||
@ -1008,7 +1008,7 @@ void GLToolbar::render_horizontal(const GLCanvas3D& parent) const
|
||||
return;
|
||||
#endif // !ENABLE_SVG_ICONS
|
||||
|
||||
float zoom = parent.get_camera().zoom;
|
||||
float zoom = (float)parent.get_camera().get_zoom();
|
||||
float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
|
||||
#if ENABLE_SVG_ICONS
|
||||
float factor = inv_zoom * m_layout.scale;
|
||||
@ -1163,7 +1163,7 @@ void GLToolbar::render_vertical(const GLCanvas3D& parent) const
|
||||
return;
|
||||
#endif // !ENABLE_SVG_ICONS
|
||||
|
||||
float zoom = parent.get_camera().zoom;
|
||||
float zoom = (float)parent.get_camera().get_zoom();
|
||||
float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
|
||||
#if ENABLE_SVG_ICONS
|
||||
float factor = inv_zoom * m_layout.scale;
|
||||
|
@ -930,7 +930,7 @@ void GLGizmosManager::do_render_overlay(const GLCanvas3D& canvas, const Selectio
|
||||
|
||||
float cnv_w = (float)canvas.get_canvas_size().get_width();
|
||||
float cnv_h = (float)canvas.get_canvas_size().get_height();
|
||||
float zoom = canvas.get_camera().zoom;
|
||||
float zoom = (float)canvas.get_camera().get_zoom();
|
||||
float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
|
||||
|
||||
float height = get_total_overlay_height();
|
||||
|
Loading…
Reference in New Issue
Block a user