#include "GLGizmo.hpp" #include "../../libslic3r/Utils.hpp" #include "../../libslic3r/BoundingBox.hpp" #include #include namespace Slic3r { namespace GUI { const float GLGizmoBase::BaseColor[3] = { 1.0f, 1.0f, 1.0f }; const float GLGizmoBase::HighlightColor[3] = { 1.0f, 0.38f, 0.0f }; const float GLGizmoBase::GrabberHalfSize = 2.0f; GLGizmoBase::GLGizmoBase() : m_state(Off) { } GLGizmoBase::~GLGizmoBase() { } bool GLGizmoBase::init() { return on_init(); } GLGizmoBase::EState GLGizmoBase::get_state() const { return m_state; } void GLGizmoBase::set_state(GLGizmoBase::EState state) { m_state = state; } unsigned int GLGizmoBase::get_textures_id() const { return m_textures[m_state].get_id(); } int GLGizmoBase::get_textures_size() const { return m_textures[Off].get_width(); } void GLGizmoBase::render(const BoundingBoxf3& box) const { on_render(box); } void GLGizmoBase::_render_square(const Pointf3& center) const { float min_x = (float)center.x - GrabberHalfSize; float max_x = (float)center.x + GrabberHalfSize; float min_y = (float)center.y - GrabberHalfSize; float max_y = (float)center.y + GrabberHalfSize; ::glDisable(GL_CULL_FACE); ::glBegin(GL_TRIANGLES); ::glVertex3f((GLfloat)min_x, (GLfloat)min_y, 0.0f); ::glVertex3f((GLfloat)max_x, (GLfloat)min_y, 0.0f); ::glVertex3f((GLfloat)max_x, (GLfloat)max_y, 0.0f); ::glVertex3f((GLfloat)max_x, (GLfloat)max_y, 0.0f); ::glVertex3f((GLfloat)min_x, (GLfloat)max_y, 0.0f); ::glVertex3f((GLfloat)min_x, (GLfloat)min_y, 0.0f); ::glEnd(); ::glEnable(GL_CULL_FACE); } const float GLGizmoRotate::Offset = 5.0f; const unsigned int GLGizmoRotate::CircleResolution = 64; const unsigned int GLGizmoRotate::ScaleStepsCount = 60; const float GLGizmoRotate::ScaleStepRad = 2.0f * (float)PI / GLGizmoRotate::ScaleStepsCount; const unsigned int GLGizmoRotate::ScaleLongEvery = 5; const float GLGizmoRotate::ScaleLongTooth = 2.0f; const float GLGizmoRotate::ScaleShortTooth = 1.0f; const unsigned int GLGizmoRotate::SnapRegionsCount = 8; const float GLGizmoRotate::GrabberOffset = 5.0f; GLGizmoRotate::GLGizmoRotate() : GLGizmoBase() , m_angle_x(0.0f) , m_angle_y(0.0f) , m_angle_z(0.0f) { } bool GLGizmoRotate::on_init() { std::string path = resources_dir() + "/icons/overlay/"; std::string filename = path + "rotate_off.png"; if (!m_textures[Off].load_from_file(filename, false)) return false; filename = path + "rotate_hover.png"; if (!m_textures[Hover].load_from_file(filename, false)) return false; filename = path + "rotate_on.png"; if (!m_textures[On].load_from_file(filename, false)) return false; return true; } void GLGizmoRotate::on_render(const BoundingBoxf3& box) const { ::glDisable(GL_LIGHTING); ::glDisable(GL_DEPTH_TEST); const Pointf3& size = box.size(); const Pointf3& center = box.center(); float radius = Offset + ::sqrt(sqr(0.5f * size.x) + sqr(0.5f * size.y)); ::glLineWidth(2.0f); ::glColor3fv(BaseColor); _render_circle(center, radius); _render_scale(center, radius); _render_snap_radii(center, radius); _render_reference_radius(center, radius); _render_grabber(center, radius); } void GLGizmoRotate::_render_circle(const Pointf3& center, float radius) const { ::glBegin(GL_LINE_LOOP); for (unsigned int i = 0; i < ScaleStepsCount; ++i) { float angle = (float)i * ScaleStepRad; float x = center.x + ::cos(angle) * radius; float y = center.y + ::sin(angle) * radius; ::glVertex3f((GLfloat)x, (GLfloat)y, 0.0f); } ::glEnd(); } void GLGizmoRotate::_render_scale(const Pointf3& center, float radius) const { float out_radius_long = radius + ScaleLongTooth; float out_radius_short = radius + ScaleShortTooth; ::glBegin(GL_LINES); for (unsigned int i = 0; i < ScaleStepsCount; ++i) { float angle = (float)i * ScaleStepRad; float cosa = ::cos(angle); float sina = ::sin(angle); float in_x = center.x + cosa * radius; float in_y = center.y + sina * radius; float out_x = (i % ScaleLongEvery == 0) ? center.x + cosa * out_radius_long : center.x + cosa * out_radius_short; float out_y = (i % ScaleLongEvery == 0) ? center.y + sina * out_radius_long : center.y + sina * out_radius_short; ::glVertex3f((GLfloat)in_x, (GLfloat)in_y, 0.0f); ::glVertex3f((GLfloat)out_x, (GLfloat)out_y, 0.0f); } ::glEnd(); } void GLGizmoRotate::_render_snap_radii(const Pointf3& center, float radius) const { float step_deg = 2.0f * (float)PI / (float)SnapRegionsCount; float in_radius = radius / 3.0f; float out_radius = 2.0f * in_radius; ::glBegin(GL_LINES); for (unsigned int i = 0; i < SnapRegionsCount; ++i) { float angle = (float)i * step_deg; float cosa = ::cos(angle); float sina = ::sin(angle); float in_x = center.x + cosa * in_radius; float in_y = center.y + sina * in_radius; float out_x = center.x + cosa * out_radius; float out_y = center.y + sina * out_radius; ::glVertex3f((GLfloat)in_x, (GLfloat)in_y, 0.0f); ::glVertex3f((GLfloat)out_x, (GLfloat)out_y, 0.0f); } ::glEnd(); } void GLGizmoRotate::_render_reference_radius(const Pointf3& center, float radius) const { ::glBegin(GL_LINES); ::glVertex3f((GLfloat)center.x, (GLfloat)center.y, 0.0f); ::glVertex3f((GLfloat)center.x + radius, (GLfloat)center.y, 0.0f); ::glEnd(); } void GLGizmoRotate::_render_grabber(const Pointf3& center, float radius) const { float grabber_radius = radius + GrabberOffset; float x = center.x + ::cos(m_angle_z) * grabber_radius; float y = center.y + ::sin(m_angle_z) * grabber_radius; ::glBegin(GL_LINES); ::glVertex3f((GLfloat)center.x, (GLfloat)center.y, 0.0f); ::glVertex3f((GLfloat)x, (GLfloat)y, 0.0f); ::glEnd(); ::glColor3fv(HighlightColor); _render_square(Pointf3((coordf_t)x, (coordf_t)y, 0.0)); } const float GLGizmoScale::Offset = 5.0f; GLGizmoScale::GLGizmoScale() : GLGizmoBase() , m_scale_x(1.0f) , m_scale_y(1.0f) , m_scale_z(1.0f) { } bool GLGizmoScale::on_init() { std::string path = resources_dir() + "/icons/overlay/"; std::string filename = path + "scale_off.png"; if (!m_textures[Off].load_from_file(filename, false)) return false; filename = path + "scale_hover.png"; if (!m_textures[Hover].load_from_file(filename, false)) return false; filename = path + "scale_on.png"; if (!m_textures[On].load_from_file(filename, false)) return false; return true; } void GLGizmoScale::on_render(const BoundingBoxf3& box) const { ::glDisable(GL_LIGHTING); ::glDisable(GL_DEPTH_TEST); const Pointf3& size = box.size(); const Pointf3& center = box.center(); Pointf half_scaled_size = 0.5 * Pointf((coordf_t)m_scale_x * size.x, (coordf_t)m_scale_y * size.y); coordf_t min_x = center.x - half_scaled_size.x - (coordf_t)Offset; coordf_t max_x = center.x + half_scaled_size.x + (coordf_t)Offset; coordf_t min_y = center.y - half_scaled_size.y - (coordf_t)Offset; coordf_t max_y = center.y + half_scaled_size.y + (coordf_t)Offset; ::glLineWidth(2.0f); ::glColor3fv(BaseColor); // draw outline ::glBegin(GL_LINE_LOOP); ::glVertex3f((GLfloat)min_x, (GLfloat)min_y, 0.0f); ::glVertex3f((GLfloat)max_x, (GLfloat)min_y, 0.0f); ::glVertex3f((GLfloat)max_x, (GLfloat)max_y, 0.0f); ::glVertex3f((GLfloat)min_x, (GLfloat)max_y, 0.0f); ::glEnd(); // draw grabbers ::glColor3fv(HighlightColor); _render_square(Pointf3(min_x, min_y, 0.0)); _render_square(Pointf3(max_x, min_y, 0.0)); _render_square(Pointf3(max_x, max_y, 0.0)); _render_square(Pointf3(min_x, max_y, 0.0)); } } // namespace GUI } // namespace Slic3r