#include "GLCanvas3D.hpp" #include "../../slic3r/GUI/3DScene.hpp" #include #include static const bool TURNTABLE_MODE = true; static const float GIMBALL_LOCK_THETA_MAX = 180.0f; namespace Slic3r { namespace GUI { GLCanvas3D::Camera::Camera() : m_type(CT_Ortho) , m_zoom(1.0f) , m_phi(45.0f) , m_theta(45.0f) , m_distance(0.0f) , m_target(0.0, 0.0, 0.0) { } GLCanvas3D::Camera::EType GLCanvas3D::Camera::get_type() const { return m_type; } void GLCanvas3D::Camera::set_type(GLCanvas3D::Camera::EType type) { m_type = type; } std::string GLCanvas3D::Camera::get_type_as_string() const { switch (m_type) { default: case CT_Unknown: return "unknown"; case CT_Perspective: return "perspective"; case CT_Ortho: return "ortho"; }; } float GLCanvas3D::Camera::get_zoom() const { return m_zoom; } void GLCanvas3D::Camera::set_zoom(float zoom) { m_zoom = zoom; } float GLCanvas3D::Camera::get_phi() const { return m_phi; } void GLCanvas3D::Camera::set_phi(float phi) { m_phi = phi; } float GLCanvas3D::Camera::get_theta() const { return m_theta; } void GLCanvas3D::Camera::set_theta(float theta) { m_theta = theta; // clamp angle if (m_theta > GIMBALL_LOCK_THETA_MAX) m_theta = GIMBALL_LOCK_THETA_MAX; if (m_theta < 0.0f) m_theta = 0.0f; } float GLCanvas3D::Camera::get_distance() const { return m_distance; } void GLCanvas3D::Camera::set_distance(float distance) { m_distance = distance; } const Pointf3& GLCanvas3D::Camera::get_target() const { return m_target; } void GLCanvas3D::Camera::set_target(const Pointf3& target) { m_target = target; } const Pointfs& GLCanvas3D::Bed::get_shape() const { return m_shape; } void GLCanvas3D::Bed::set_shape(const Pointfs& shape) { m_shape = shape; _calc_bounding_box(); } const BoundingBoxf3& GLCanvas3D::Bed::get_bounding_box() const { return m_bounding_box; } void GLCanvas3D::Bed::_calc_bounding_box() { m_bounding_box = BoundingBoxf3(); for (const Pointf& p : m_shape) { m_bounding_box.merge(Pointf3(p.x, p.y, 0.0)); } } GLCanvas3D::GLCanvas3D(wxGLCanvas* canvas, wxGLContext* context) : m_canvas(canvas) , m_context(context) , m_volumes(nullptr) , m_dirty(true) , m_apply_zoom_to_volumes_filter(false) { } GLCanvas3D::~GLCanvas3D() { _deregister_callbacks(); } void GLCanvas3D::set_current() { if ((m_canvas != nullptr) && (m_context != nullptr)) m_canvas->SetCurrent(*m_context); } bool GLCanvas3D::is_shown_on_screen() const { return (m_canvas != nullptr) ? m_canvas->IsShownOnScreen() : false; } void GLCanvas3D::resize(unsigned int w, unsigned int h) { if (m_context == nullptr) return; set_current(); ::glViewport(0, 0, w, h); ::glMatrixMode(GL_PROJECTION); ::glLoadIdentity(); BoundingBoxf3 bbox = max_bounding_box(); switch (get_camera_type()) { case Camera::CT_Ortho: { float w2 = w; float h2 = h; float two_zoom = 2.0f * get_camera_zoom(); if (two_zoom != 0.0f) { float inv_two_zoom = 1.0f / two_zoom; w2 *= inv_two_zoom; h2 *= inv_two_zoom; } // FIXME: calculate a tighter value for depth will improve z-fighting float depth = 5.0f * (float)bbox.max_size(); ::glOrtho(-w2, w2, -h2, h2, -depth, depth); break; } case Camera::CT_Perspective: { float bbox_r = (float)bbox.radius(); float fov = PI * 45.0f / 180.0f; float fov_tan = tan(0.5f * fov); float cam_distance = 0.5f * bbox_r / fov_tan; set_camera_distance(cam_distance); float nr = cam_distance - bbox_r * 1.1f; float fr = cam_distance + bbox_r * 1.1f; if (nr < 1.0f) nr = 1.0f; if (fr < nr + 1.0f) fr = nr + 1.0f; float h2 = fov_tan * nr; float w2 = h2 * w / h; ::glFrustum(-w2, w2, -h2, h2, nr, fr); break; } default: { throw std::runtime_error("Invalid camera type."); break; } } ::glMatrixMode(GL_MODELVIEW); set_dirty(false); } GLVolumeCollection* GLCanvas3D::get_volumes() { return m_volumes; } void GLCanvas3D::set_volumes(GLVolumeCollection* volumes) { m_volumes = volumes; } void GLCanvas3D::set_bed_shape(const Pointfs& shape) { m_bed.set_shape(shape); } bool GLCanvas3D::is_dirty() const { return m_dirty; } void GLCanvas3D::set_dirty(bool dirty) { m_dirty = dirty; } GLCanvas3D::Camera::EType GLCanvas3D::get_camera_type() const { return m_camera.get_type(); } void GLCanvas3D::set_camera_type(GLCanvas3D::Camera::EType type) { m_camera.set_type(type); } std::string GLCanvas3D::get_camera_type_as_string() const { return m_camera.get_type_as_string(); } float GLCanvas3D::get_camera_zoom() const { return m_camera.get_zoom(); } void GLCanvas3D::set_camera_zoom(float zoom) { m_camera.set_zoom(zoom); } float GLCanvas3D::get_camera_phi() const { return m_camera.get_phi(); } void GLCanvas3D::set_camera_phi(float phi) { m_camera.set_phi(phi); } float GLCanvas3D::get_camera_theta() const { return m_camera.get_theta(); } void GLCanvas3D::set_camera_theta(float theta) { m_camera.set_theta(theta); } float GLCanvas3D::get_camera_distance() const { return m_camera.get_distance(); } void GLCanvas3D::set_camera_distance(float distance) { m_camera.set_distance(distance); } const Pointf3& GLCanvas3D::get_camera_target() const { return m_camera.get_target(); } void GLCanvas3D::set_camera_target(const Pointf3& target) { m_camera.set_target(target); } BoundingBoxf3 GLCanvas3D::bed_bounding_box() const { return m_bed.get_bounding_box(); } BoundingBoxf3 GLCanvas3D::volumes_bounding_box() const { BoundingBoxf3 bb; if (m_volumes != nullptr) { for (const GLVolume* volume : m_volumes->volumes) { if (!m_apply_zoom_to_volumes_filter || ((volume != nullptr) && volume->zoom_to_volumes)) bb.merge(volume->transformed_bounding_box()); } } return bb; } BoundingBoxf3 GLCanvas3D::max_bounding_box() const { BoundingBoxf3 bb = bed_bounding_box(); bb.merge(volumes_bounding_box()); return bb; } void GLCanvas3D::zoom_to_bed() { _zoom_to_bounding_box(bed_bounding_box()); } void GLCanvas3D::zoom_to_volumes() { m_apply_zoom_to_volumes_filter = true; _zoom_to_bounding_box(volumes_bounding_box()); m_apply_zoom_to_volumes_filter = false; } void GLCanvas3D::register_on_viewport_changed_callback(void* callback) { if (callback != nullptr) m_on_viewport_changed_callback.register_callback(callback); } void GLCanvas3D::on_size(wxSizeEvent& evt) { set_dirty(true); } void GLCanvas3D::on_idle(wxIdleEvent& evt) { if (!is_dirty() || !is_shown_on_screen()) return; if (m_canvas != nullptr) { std::pair size = _get_canvas_size(); resize((unsigned int)size.first, (unsigned int)size.second); m_canvas->Refresh(); } } void GLCanvas3D::_zoom_to_bounding_box(const BoundingBoxf3& bbox) { // Calculate the zoom factor needed to adjust viewport to bounding box. float zoom = _get_zoom_to_bounding_box_factor(bbox); if (zoom > 0.0f) { set_camera_zoom(zoom); // center view around bounding box center set_camera_target(bbox.center()); m_on_viewport_changed_callback.call(); if (is_shown_on_screen()) { std::pair size = _get_canvas_size(); resize((unsigned int)size.first, (unsigned int)size.second); if (m_canvas != nullptr) m_canvas->Refresh(); } } } std::pair GLCanvas3D::_get_canvas_size() const { std::pair ret(0, 0); if (m_canvas != nullptr) m_canvas->GetSize(&ret.first, &ret.second); return ret; } float GLCanvas3D::_get_zoom_to_bounding_box_factor(const BoundingBoxf3& bbox) const { float max_bb_size = bbox.max_size(); if (max_bb_size == 0.0f) return -1.0f; // project the bbox vertices on a plane perpendicular to the camera forward axis // then calculates the vertices coordinate on this plane along the camera xy axes // we need the view matrix, we let opengl calculate it(same as done in render sub) ::glMatrixMode(GL_MODELVIEW); ::glLoadIdentity(); if (TURNTABLE_MODE) { // Turntable mode is enabled by default. ::glRotatef(-get_camera_theta(), 1.0f, 0.0f, 0.0f); // pitch ::glRotatef(get_camera_phi(), 0.0f, 0.0f, 1.0f); // yaw } else { // Shift the perspective camera. Pointf3 camera_pos(0.0, 0.0, -(coordf_t)get_camera_distance()); ::glTranslatef((float)camera_pos.x, (float)camera_pos.y, (float)camera_pos.z); // my @rotmat = quat_to_rotmatrix($self->quat); <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< TEMPORARY COMMENTED OUT // glMultMatrixd_p(@rotmat[0..15]); <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< TEMPORARY COMMENTED OUT } const Pointf3& target = get_camera_target(); ::glTranslatef(-(float)target.x, -(float)target.y, -(float)target.z); // get the view matrix back from opengl GLfloat matrix[16]; ::glGetFloatv(GL_MODELVIEW_MATRIX, matrix); // camera axes Pointf3 right((coordf_t)matrix[0], (coordf_t)matrix[4], (coordf_t)matrix[8]); Pointf3 up((coordf_t)matrix[1], (coordf_t)matrix[5], (coordf_t)matrix[9]); Pointf3 forward((coordf_t)matrix[2], (coordf_t)matrix[6], (coordf_t)matrix[10]); Pointf3 bb_min = bbox.min; Pointf3 bb_max = bbox.max; Pointf3 bb_center = bbox.center(); // bbox vertices in world space std::vector vertices; vertices.reserve(8); vertices.push_back(bb_min); vertices.emplace_back(bb_max.x, bb_min.y, bb_min.z); vertices.emplace_back(bb_max.x, bb_max.y, bb_min.z); vertices.emplace_back(bb_min.x, bb_max.y, bb_min.z); vertices.emplace_back(bb_min.x, bb_min.y, bb_max.z); vertices.emplace_back(bb_max.x, bb_min.y, bb_max.z); vertices.push_back(bb_max); vertices.emplace_back(bb_min.x, bb_max.y, bb_max.z); coordf_t max_x = 0.0; coordf_t max_y = 0.0; // margin factor to give some empty space around the bbox coordf_t margin_factor = 1.25; for (const Pointf3 v : vertices) { // project vertex on the plane perpendicular to camera forward axis Pointf3 pos(v.x - bb_center.x, v.y - bb_center.y, v.z - bb_center.z); Pointf3 proj_on_plane = pos - dot(pos, forward) * forward; // calculates vertex coordinate along camera xy axes coordf_t x_on_plane = dot(proj_on_plane, right); coordf_t y_on_plane = dot(proj_on_plane, up); max_x = std::max(max_x, margin_factor * std::abs(x_on_plane)); max_y = std::max(max_y, margin_factor * std::abs(y_on_plane)); } if ((max_x == 0.0) || (max_y == 0.0)) return -1.0f; max_x *= 2.0; max_y *= 2.0; std::pair cvs_size = _get_canvas_size(); return (float)std::min((coordf_t)cvs_size.first / max_x, (coordf_t)cvs_size.second / max_y); } void GLCanvas3D::_deregister_callbacks() { m_on_viewport_changed_callback.deregister_callback(); } } // namespace GUI } // namespace Slic3r