Project text origin on object surface when use surface is set. When no intersection thans closest point is selected
(@vojta wants it)
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043c4c5e90
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@ -1,5 +1,6 @@
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#include "CameraUtils.hpp"
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#include <igl/project.h> // projecting points
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#include <igl/unproject.h>
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#include "slic3r/GUI/3DScene.hpp" // GLVolume
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#include "libslic3r/Geometry/ConvexHull.hpp"
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@ -79,37 +80,48 @@ Slic3r::Polygon CameraUtils::create_hull2d(const Camera & camera,
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return Geometry::convex_hull(vertices_2d);
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}
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#include <igl/unproject.h>
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Vec3d CameraUtils::create_ray(const Camera &camera, const Vec2d &coor) {
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if (camera.get_type() == Camera::EType::Ortho)
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return camera.get_dir_forward();
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// check that it is known camera no other tha ORTHO or Persepective
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assert(camera.get_type() == Camera::EType::Perspective);
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void CameraUtils::ray_from_screen_pos(const Camera &camera, const Vec2d &position, Vec3d &point, Vec3d &direction) {
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switch (camera.get_type()) {
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case Camera::EType::Ortho: return ray_from_ortho_screen_pos(camera, position, point, direction);
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case Camera::EType::Perspective: return ray_from_persp_screen_pos(camera, position, point, direction);
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default: break;
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}
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}
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Vec3d CameraUtils::screen_point(const Camera &camera, const Vec2d &position)
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{
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double height = camera.get_viewport().data()[3];
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// Y coordinate has opposit direction
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return Vec3d(position.x(), height - position.y(), 0.);
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}
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void CameraUtils::ray_from_ortho_screen_pos(const Camera &camera, const Vec2d &position, Vec3d &point, Vec3d &direction)
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{
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assert(camera.get_type() == Camera::EType::Ortho);
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Matrix4d modelview = camera.get_view_matrix().matrix();
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Matrix4d projection = camera.get_projection_matrix().matrix();
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Vec4i viewport(camera.get_viewport().data());
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igl::unproject(screen_point(camera,position), modelview, projection, viewport, point);
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direction = camera.get_dir_forward();
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}
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void CameraUtils::ray_from_persp_screen_pos(const Camera &camera, const Vec2d &position, Vec3d &point, Vec3d &direction)
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{
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assert(camera.get_type() == Camera::EType::Perspective);
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Matrix4d modelview = camera.get_view_matrix().matrix();
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Matrix4d projection = camera.get_projection_matrix().matrix();
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Vec4i viewport(camera.get_viewport().data());
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Vec3d scene_point(coor.x(), viewport[3] - coor.y(), 0.);
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Vec3d unprojected_point;
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igl::unproject(scene_point, modelview, projection, viewport, unprojected_point);
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igl::unproject(screen_point(camera, position), modelview, projection, viewport, unprojected_point);
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Vec3d p0 = camera.get_position();
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Vec3d dir = unprojected_point - p0;
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dir.normalize();
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return dir;
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point = camera.get_position();
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direction = unprojected_point - point;
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}
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Vec2d CameraUtils::get_z0_position(const Camera &camera, const Vec2d & coor)
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{
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Vec3d dir = CameraUtils::create_ray(camera, coor);
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Vec3d p0 = camera.get_position();
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if (camera.get_type() == Camera::EType::Ortho) {
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Matrix4d modelview = camera.get_view_matrix().matrix();
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Matrix4d projection = camera.get_projection_matrix().matrix();
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Vec4i viewport(camera.get_viewport().data());
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igl::unproject(Vec3d(coor.x(), viewport[3] - coor.y(), 0.), modelview, projection, viewport, p0);
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}
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Vec3d p0, dir;
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ray_from_screen_pos(camera, coor, p0, dir);
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// is approx zero
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if ((fabs(dir.z()) - 1e-4) < 0)
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@ -36,12 +36,15 @@ public:
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static Polygon create_hull2d(const Camera &camera, const GLVolume &volume);
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/// <summary>
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/// Unproject screen coordinate to scene direction start from camera position
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/// Create ray(point and direction) for screen coordinate
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/// </summary>
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/// <param name="camera">Projection params</param>
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/// <param name="coor">Coordinate on screen</param>
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/// <returns>Scene direction</returns>
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static Vec3d create_ray(const Camera &camera, const Vec2d &coor);
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/// <param name="camera">Definition of camera</param>
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/// <param name="position">Position on screen(aka mouse position) </param>
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/// <param name="point">OUT start of ray</param>
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/// <param name="direction">OUT direction of ray</param>
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static void ray_from_screen_pos(const Camera &camera, const Vec2d &position, Vec3d &point, Vec3d &direction);
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static void ray_from_ortho_screen_pos(const Camera &camera, const Vec2d &position, Vec3d &point, Vec3d &direction);
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static void ray_from_persp_screen_pos(const Camera &camera, const Vec2d &position, Vec3d &point, Vec3d &direction);
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/// <summary>
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/// Unproject mouse coordinate to get position in space where z coor is zero
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@ -52,6 +55,14 @@ public:
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/// <returns>Position on platter under mouse</returns>
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static Vec2d get_z0_position(const Camera &camera, const Vec2d &coor);
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/// <summary>
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/// Create 3d screen point from 2d position
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/// </summary>
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/// <param name="camera">Define camera viewport</param>
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/// <param name="position">Position on screen(aka mouse position)</param>
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/// <returns>Point represented screen coor in 3d</returns>
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static Vec3d screen_point(const Camera &camera, const Vec2d &position);
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};
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} // Slic3r::GUI
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@ -506,7 +506,8 @@ bool GLGizmoEmboss::on_mouse_for_translate(const wxMouseEvent &mouse_event)
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if (!hit.has_value())
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return false;
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TextConfiguration &tc = *m_volume->text_configuration;
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// hide common dragging of object
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// INFO: GLVolume is transformed by common movement but we need move over surface
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// so hide common dragging of object
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m_parent.toggle_model_objects_visibility(false, m_volume->get_object(), gl_volume->instance_idx(), m_volume);
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// Calculate temporary position
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@ -519,7 +520,7 @@ bool GLGizmoEmboss::on_mouse_for_translate(const wxMouseEvent &mouse_event)
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if (tc.fix_3mf_tr.has_value())
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trmat = trmat * (*tc.fix_3mf_tr);
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// temp is in wolrld coors
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// temp is in world coors
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m_temp_transformation = object_trmat * trmat;
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} else if (mouse_event.LeftUp()) {
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// Added because of weird case after double click into scene
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@ -2849,6 +2850,44 @@ void GLGizmoEmboss::do_rotate(float relative_z_angle)
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// snapshot_name = L("Set text rotation");
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m_parent.do_rotate(snapshot_name);
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}
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namespace priv {
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bool transform_on_surface(ModelVolume &volume, RaycastManager &raycast_manager, const Selection &selection)
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{
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// Move object on surface
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auto cond = RaycastManager::SkipVolume({volume.id().id});
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raycast_manager.actualize(volume.get_object(), &cond);
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//const Selection &selection = m_parent.get_selection();
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const GLVolume *gl_volume = priv::get_gl_volume(selection);
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Transform3d to_world = priv::world_matrix(gl_volume, selection.get_model());
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Vec3d point = to_world * Vec3d::Zero();
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Vec3d direction = to_world.linear() * (-Vec3d::UnitZ());
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//direction.normalize();
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// ray in direction of text projection(from volume zero to z-dir)
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std::optional<RaycastManager::Hit> hit_opt = raycast_manager.unproject(point, direction, &cond);
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if (!hit_opt.has_value())
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hit_opt = raycast_manager.closest(point);
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if (!hit_opt.has_value())
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return false;
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const RaycastManager::Hit &hit = *hit_opt;
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Transform3d hit_tr = raycast_manager.get_transformation(hit.tr_key);
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Vec3d hit_world = hit_tr * hit.position.cast<double>();
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Vec3d offset_world = hit_world - point; // vector in world
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// TIP: It should be close to only z move
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Vec3d offset_volume = to_world.inverse().linear() * offset_world;
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// when try to use surface on just loaded text from 3mf
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auto fix = volume.text_configuration->fix_3mf_tr;
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if (fix.has_value())
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offset_volume = fix->linear() * offset_volume;
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volume.set_transformation(volume.get_matrix() * Eigen::Translation<double, 3>(offset_volume));
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return true;
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}
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} // namespace priv
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void GLGizmoEmboss::draw_advanced()
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{
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@ -2903,7 +2942,7 @@ void GLGizmoEmboss::draw_advanced()
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if (font_prop.emboss < 0.1)
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font_prop.emboss = 1;
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// TODO: project an origin on surface
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priv::transform_on_surface(*m_volume, m_raycast_manager, m_parent.get_selection());
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}
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process();
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}
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@ -9,6 +9,7 @@
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#include "slic3r/GUI/GUI_App.hpp"
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#include "slic3r/GUI/Plater.hpp"
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#include "slic3r/GUI/Camera.hpp"
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#include "slic3r/GUI/CameraUtils.hpp"
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#include <GL/glew.h>
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@ -340,36 +341,24 @@ Vec3f MeshRaycaster::get_triangle_normal(size_t facet_idx) const
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return m_normals[facet_idx];
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}
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void MeshRaycaster::line_from_mouse_pos(const Vec2d& mouse_pos, const Transform3d& trafo, const Camera& camera,
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Vec3d& point, Vec3d& direction)
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void MeshRaycaster::line_from_mouse_pos(const Vec2d& mouse_pos, const Transform3d& trafo, const Camera& camera, Vec3d& point, Vec3d& direction)
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{
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Matrix4d modelview = camera.get_view_matrix().matrix();
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Matrix4d projection= camera.get_projection_matrix().matrix();
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Vec4i viewport(camera.get_viewport().data());
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Vec3d pt1;
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Vec3d pt2;
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igl::unproject(Vec3d(mouse_pos.x(), viewport[3] - mouse_pos.y(), 0.),
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modelview, projection, viewport, pt1);
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igl::unproject(Vec3d(mouse_pos.x(), viewport[3] - mouse_pos.y(), 1.),
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modelview, projection, viewport, pt2);
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CameraUtils::ray_from_screen_pos(camera, mouse_pos, point, direction);
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Transform3d inv = trafo.inverse();
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pt1 = inv * pt1;
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pt2 = inv * pt2;
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point = pt1;
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direction = pt2-pt1;
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point = inv*point;
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direction = inv.linear()*direction;
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}
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bool MeshRaycaster::unproject_on_mesh(const Vec2d& mouse_pos, const Transform3d& trafo, const Camera& camera,
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Vec3f& position, Vec3f& normal, const ClippingPlane* clipping_plane,
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size_t* facet_idx) const
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{
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Vec3d point;
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Vec3d direction;
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line_from_mouse_pos(mouse_pos, trafo, camera, point, direction);
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CameraUtils::ray_from_screen_pos(camera, mouse_pos, point, direction);
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Transform3d inv = trafo.inverse();
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point = inv*point;
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direction = inv.linear()*direction;
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std::vector<AABBMesh::hit_result> hits = m_emesh.query_ray_hits(point, direction);
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@ -145,6 +145,7 @@ public:
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assert(m_mesh != nullptr);
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}
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// DEPRICATED - use CameraUtils::ray_from_screen_pos
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static void line_from_mouse_pos(const Vec2d& mouse_pos, const Transform3d& trafo, const Camera& camera,
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Vec3d& point, Vec3d& direction);
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@ -159,6 +160,8 @@ public:
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size_t* facet_idx = nullptr // index of the facet hit
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) const;
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const AABBMesh &get_aabb_mesh() const { return m_emesh; }
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bool is_valid_intersection(Vec3d point, Vec3d direction, const Transform3d& trafo) const;
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// Given a vector of points in woorld coordinates, this returns vector
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@ -73,20 +73,23 @@ void RaycastManager::actualize(const ModelObject *object, const ISkip *skip)
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m_transformations.erase(m_transformations.begin() + i);
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}
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std::optional<RaycastManager::Hit> RaycastManager::unproject(
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const Vec2d &mouse_pos, const Camera &camera, const ISkip *skip) const
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{
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struct HitWithDistance: public Hit
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namespace priv {
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struct HitWithDistance : public RaycastManager::Hit
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{
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double squared_distance;
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HitWithDistance(double squared_distance,
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const TrKey & key,
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const Hit::Key &key,
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const SurfacePoint &surface_point)
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: Hit(key, surface_point.position, surface_point.normal)
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, squared_distance(squared_distance)
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{}
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};
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std::optional<HitWithDistance> closest;
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}
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std::optional<RaycastManager::Hit> RaycastManager::unproject(
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const Vec2d &mouse_pos, const Camera &camera, const ISkip *skip) const
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{
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std::optional<priv::HitWithDistance> closest;
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for (const auto &item : m_transformations) {
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const TrKey &key = item.first;
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size_t volume_id = key.second;
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@ -109,13 +112,69 @@ std::optional<RaycastManager::Hit> RaycastManager::unproject(
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if (closest.has_value() &&
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closest->squared_distance < squared_distance)
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continue;
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closest = HitWithDistance(squared_distance, key, surface_point);
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closest = priv::HitWithDistance(squared_distance, key, surface_point);
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}
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//if (!closest.has_value()) return {};
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return closest;
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}
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std::optional<RaycastManager::Hit> RaycastManager::unproject(const Vec3d &point, const Vec3d &direction, const ISkip *skip) const
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{
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std::optional<priv::HitWithDistance> closest;
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for (const auto &item : m_transformations) {
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const TrKey &key = item.first;
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size_t volume_id = key.second;
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if (skip != nullptr && skip->skip(volume_id)) continue;
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const Transform3d &transformation = item.second;
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auto raycaster_it =
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std::find_if(m_raycasters.begin(), m_raycasters.end(),
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[volume_id](const RaycastManager::Raycaster &it)
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-> bool { return volume_id == it.first; });
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if (raycaster_it == m_raycasters.end()) continue;
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const MeshRaycaster &raycaster = *(raycaster_it->second);
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const AABBMesh& mesh = raycaster.get_aabb_mesh();
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const Transform3d & tr_inv = transformation.inverse();
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Vec3d mesh_point = tr_inv * point;
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Vec3d mesh_direction = tr_inv.linear() * direction;
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std::vector<AABBMesh::hit_result> hits = mesh.query_ray_hits(mesh_point, mesh_direction);
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for (const AABBMesh::hit_result &hit : hits) {
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double squared_distance = (mesh_point - hit.position()).squaredNorm();
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if (closest.has_value() &&
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closest->squared_distance < squared_distance)
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continue;
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SurfacePoint surface_point(hit.position().cast<float>(), hit.normal().cast<float>());
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closest = priv::HitWithDistance(squared_distance, key, surface_point);
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}
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}
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return closest;
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}
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std::optional<RaycastManager::Hit> RaycastManager::closest(const Vec3d &point, const ISkip *skip) const {
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Vec3f point_f = point.cast<float>();
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std::optional<priv::HitWithDistance> closest;
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for (const auto &item : m_transformations) {
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const TrKey &key = item.first;
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size_t volume_id = key.second;
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if (skip != nullptr && skip->skip(volume_id))
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continue;
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const Transform3d &transformation = item.second;
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auto raycaster_it = std::find_if(m_raycasters.begin(), m_raycasters.end(),
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[volume_id](const RaycastManager::Raycaster &it) -> bool { return volume_id == it.first; });
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if (raycaster_it == m_raycasters.end())
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continue;
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const MeshRaycaster &raycaster = *(raycaster_it->second);
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Vec3f n;
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Vec3f p = raycaster.get_closest_point(point_f, &n);
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double squared_distance = (point_f - p).squaredNorm();
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if (closest.has_value() && closest->squared_distance < squared_distance)
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continue;
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SurfacePoint surface_point(p,n);
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closest = priv::HitWithDistance(squared_distance, key, surface_point);
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}
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return closest;
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}
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Slic3r::Transform3d RaycastManager::get_transformation(const TrKey &tr_key) const {
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auto item = std::find_if(m_transformations.begin(),
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m_transformations.end(),
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@ -65,8 +65,9 @@ public:
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struct Hit: public SurfacePoint
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{
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TrKey tr_key;
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Hit(TrKey tr_key, Vec3f position, Vec3f normal)
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using Key = TrKey;
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Key tr_key;
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Hit(Key tr_key, Vec3f position, Vec3f normal)
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: SurfacePoint(position, normal), tr_key(tr_key)
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{}
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};
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@ -102,6 +103,23 @@ public:
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const Camera &camera,
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const ISkip *skip = nullptr) const;
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/// <summary>
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/// Unproject Ray(point direction) on mesh by MeshRaycasters
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/// </summary>
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/// <param name="point">Start point for ray</param>
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/// <param name="direction">Direction of ray</param>
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/// <param name="skip">Define which caster will be skipped, null mean no skip</param>
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/// <returns>Position on surface, normal direction and transformation key, which define hitted object instance</returns>
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std::optional<Hit> unproject(const Vec3d &point, const Vec3d &direction, const ISkip *skip = nullptr) const;
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/// <summary>
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/// Search of closest point
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/// </summary>
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/// <param name="point">Point</param>
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/// <param name="skip">Define which caster will be skipped, null mean no skip</param>
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/// <returns></returns>
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std::optional<Hit> closest(const Vec3d &point, const ISkip *skip = nullptr) const;
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/// <summary>
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/// Getter on transformation
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/// </summary>
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