Working rotation for mesh viewer

This commit is contained in:
Guillaume Seguin 2013-06-30 23:51:06 +02:00
parent 6668a81c64
commit e92fefb6ff

View file

@ -6,10 +6,13 @@ use Wx::Event qw(EVT_PAINT EVT_SIZE EVT_ERASE_BACKGROUND EVT_IDLE EVT_MOUSEWHEEL
# must load OpenGL *before* Wx::GLCanvas # must load OpenGL *before* Wx::GLCanvas
use OpenGL qw(:glconstants :glfunctions :glufunctions); use OpenGL qw(:glconstants :glfunctions :glufunctions);
use base qw(Wx::GLCanvas Class::Accessor); use base qw(Wx::GLCanvas Class::Accessor);
use Math::Trig qw(asin);
use List::Util qw(reduce min max);
use Slic3r::Geometry qw(X Y Z MIN MAX triangle_normal normalize deg2rad tan); use Slic3r::Geometry qw(X Y Z MIN MAX triangle_normal normalize deg2rad tan);
use Wx::GLCanvas qw(:all); use Wx::GLCanvas qw(:all);
__PACKAGE__->mk_accessors( qw(quat dirty init mesh_center __PACKAGE__->mk_accessors( qw(quat dirty init mview_init
mesh_center mesh_size
verts norms initpos) ); verts norms initpos) );
sub new { sub new {
@ -21,6 +24,7 @@ sub new {
# prepare mesh # prepare mesh
{ {
$self->mesh_center($mesh->center); $self->mesh_center($mesh->center);
$self->mesh_size($mesh->size);
my @verts = map @{ $mesh->vertices->[$_] }, map @$_, @{$mesh->facets}; my @verts = map @{ $mesh->vertices->[$_] }, map @$_, @{$mesh->facets};
$self->verts(OpenGL::Array->new_list(GL_FLOAT, @verts)); $self->verts(OpenGL::Array->new_list(GL_FLOAT, @verts));
@ -67,16 +71,85 @@ sub new {
return $self; return $self;
} }
sub trackball { sub axis_to_quat {
return (0, 0, 0, 1); my ($ax, $phi) = @_;
my $lena = sqrt(reduce { $a + $b } (map { $_ * $_ } @$ax));
my @q = map { $_ * (1 / $lena) } @$ax;
@q = map { $_ * sin($phi / 2.0) } @q;
$q[$#q + 1] = cos($phi / 2.0);
return @q;
} }
sub mulquat { sub project_to_sphere {
my ($self, @q1, @rq) = @_; my ($r, $x, $y) = @_;
return ($q1[3] * $rq[0] + $q1[0] * $rq[3] + $q1[1] * $rq[2] - $q1[2] * $rq[1], my $d = sqrt($x * $x + $y * $y);
$q1[3] * $rq[1] + $q1[1] * $rq[3] + $q1[2] * $rq[0] - $q1[0] * $rq[2], if ($d < $r * 0.70710678118654752440) {
$q1[3] * $rq[2] + $q1[2] * $rq[3] + $q1[0] * $rq[1] - $q1[1] * $rq[0], return sqrt($r * $r - $d * $d);
$q1[3] * $rq[3] - $q1[0] * $rq[0] - $q1[1] * $rq[1] - $q1[2] * $rq[2]) } else {
my $t = $r / 1.41421356237309504880;
return $t * $t / $d;
}
}
sub cross {
my ($v1, $v2) = @_;
return (@$v1[1] * @$v2[2] - @$v1[2] * @$v2[1],
@$v1[2] * @$v2[0] - @$v1[0] * @$v2[2],
@$v1[0] * @$v2[1] - @$v1[1] * @$v2[0]);
}
sub trackball {
my ($p1x, $p1y, $p2x, $p2y, $r) = @_;
if ($p1x == $p2x && $p1y == $p2y) {
return (0.0, 0.0, 0.0, 1.0);
}
my @p1 = ($p1x, $p1y, project_to_sphere($r, $p1x, $p1y));
my @p2 = ($p2x, $p2y, project_to_sphere($r, $p2x, $p2y));
my @a = cross(\@p2, \@p1);
my @d = map { $_ * $_ } (map { $p1[$_] - $p2[$_] } 0 .. $#p1);
my $t = sqrt(reduce { $a + $b } @d) / (2.0 * $r);
$t = 1.0 if ($t > 1.0);
$t = -1.0 if ($t < -1.0);
my $phi = 2.0 * asin($t);
return axis_to_quat(\@a, $phi);
}
sub quat_to_rotmatrix {
my ($q) = @_;
my (@m);
$m[0] = 1.0 - 2.0 * (@$q[1] * @$q[1] + @$q[2] * @$q[2]);
$m[1] = 2.0 * (@$q[0] * @$q[1] - @$q[2] * @$q[3]);
$m[2] = 2.0 * (@$q[2] * @$q[0] + @$q[1] * @$q[3]);
$m[3] = 0.0;
$m[4] = 2.0 * (@$q[0] * @$q[1] + @$q[2] * @$q[3]);
$m[5] = 1.0 - 2.0 * (@$q[2] * @$q[2] + @$q[0] * @$q[0]);
$m[6] = 2.0 * (@$q[1] * @$q[2] - @$q[0] * @$q[3]);
$m[7] = 0.0;
$m[8] = 2.0 * (@$q[2] * @$q[0] - @$q[1] * @$q[3]);
$m[9] = 2.0 * (@$q[1] * @$q[2] + @$q[0] * @$q[3]);
$m[10] = 1.0 - 2.0 * (@$q[1] * @$q[1] + @$q[0] * @$q[0]);
$m[11] = 0.0;
$m[12] = 0.0;
$m[13] = 0.0;
$m[14] = 0.0;
$m[15] = 1.0;
return @m;
}
sub mulquats {
my ($q1, $rq) = @_;
return (@$q1[3] * @$rq[0] + @$q1[0] * @$rq[3] + @$q1[1] * @$rq[2] - @$q1[2] * @$rq[1],
@$q1[3] * @$rq[1] + @$q1[1] * @$rq[3] + @$q1[2] * @$rq[0] - @$q1[0] * @$rq[2],
@$q1[3] * @$rq[2] + @$q1[2] * @$rq[3] + @$q1[0] * @$rq[1] - @$q1[1] * @$rq[0],
@$q1[3] * @$rq[3] - @$q1[0] * @$rq[0] - @$q1[1] * @$rq[1] - @$q1[2] * @$rq[2])
} }
sub handle_rotation { sub handle_rotation {
@ -89,11 +162,12 @@ sub handle_rotation {
$orig = $self->initpos; $orig = $self->initpos;
$new = $e->GetPosition(); $new = $e->GetPosition();
$size = $self->GetClientSize(); $size = $self->GetClientSize();
@quat = $self->trackball($orig->x / ($size->width / 2) - 1, @quat = trackball($orig->x / ($size->width / 2) - 1,
1 - $orig->y / ($size->height / 2), 1 - $orig->y / ($size->height / 2),
$new->x / ($size->width / 2) - 1, $new->x / ($size->width / 2) - 1,
1 - $new->y / ($size->height / 2)); 1 - $new->y / ($size->height / 2),
$self->quat($self->mulquat($self->quat, @quat)); 0.8);
$self->quat(mulquats($self->quat, \@quat));
$self->initpos($new); $self->initpos($new);
$self->Refresh; $self->Refresh;
} }
@ -170,6 +244,16 @@ sub SetCurrent {
} }
} }
sub ResetModelView {
my ($self, $factor) = @_;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
my $mesh_size = $self->mesh_size;
my $win_size = $self->GetClientSize();
my $ratio = $factor * min($win_size->width, $win_size->height) / max(@$mesh_size[0..1]);
glScalef($ratio, $ratio, 1);
}
sub Resize { sub Resize {
my ($self, $x, $y) = @_; my ($self, $x, $y) = @_;
@ -181,9 +265,14 @@ sub Resize {
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glLoadIdentity(); glLoadIdentity();
glOrtho(-$x/2, $x/2, -$y/2, $y/2, 0.5, 100); my $mesh_size = $self->mesh_size;
glOrtho(-$x/2, $x/2, -$y/2, $y/2, 0.5, 2 * max(@$mesh_size[0..1]));
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
unless ($self->mview_init) {
$self->mview_init(1);
$self->ResetModelView(0.9);
}
} }
sub DESTROY { sub DESTROY {
@ -234,6 +323,13 @@ sub Render {
glPushMatrix(); glPushMatrix();
my $mesh_size = $self->mesh_size;
glTranslatef(0, 0, -max(@$mesh_size[0..1]));
my @rotmat = quat_to_rotmatrix($self->quat);
glMultMatrixd_p($rotmat[0], $rotmat[1], $rotmat[2], $rotmat[3],
$rotmat[4], $rotmat[5], $rotmat[6], $rotmat[7],
$rotmat[8], $rotmat[9], $rotmat[10], $rotmat[11],
$rotmat[12], $rotmat[13], $rotmat[14], $rotmat[15]);
glTranslatef(map -$_, @{ $self->mesh_center }); glTranslatef(map -$_, @{ $self->mesh_center });
$self->draw_mesh; $self->draw_mesh;