// Include GLGizmoBase.hpp before I18N.hpp as it includes some libigl code, which overrides our localization "L" macro. #include "GLGizmoScale.hpp" #include namespace Slic3r { namespace GUI { const float GLGizmoScale3D::Offset = 5.0f; #if ENABLE_SVG_ICONS GLGizmoScale3D::GLGizmoScale3D(GLCanvas3D& parent, const std::string& icon_filename, unsigned int sprite_id) : GLGizmoBase(parent, icon_filename, sprite_id) #else GLGizmoScale3D::GLGizmoScale3D(GLCanvas3D& parent, unsigned int sprite_id) : GLGizmoBase(parent, sprite_id) #endif // ENABLE_SVG_ICONS , m_scale(Vec3d::Ones()) , m_snap_step(0.05) , m_starting_scale(Vec3d::Ones()) { } bool GLGizmoScale3D::on_init() { for (int i = 0; i < 10; ++i) { m_grabbers.push_back(Grabber()); } double half_pi = 0.5 * (double)PI; // x axis m_grabbers[0].angles(1) = half_pi; m_grabbers[1].angles(1) = half_pi; // y axis m_grabbers[2].angles(0) = half_pi; m_grabbers[3].angles(0) = half_pi; m_shortcut_key = WXK_CONTROL_S; return true; } std::string GLGizmoScale3D::on_get_name() const { return L("Scale [S]"); } void GLGizmoScale3D::on_start_dragging(const GLCanvas3D::Selection& selection) { if (m_hover_id != -1) { m_starting_drag_position = m_grabbers[m_hover_id].center; m_starting_box = selection.get_bounding_box(); } } void GLGizmoScale3D::on_update(const UpdateData& data, const GLCanvas3D::Selection& selection) { if ((m_hover_id == 0) || (m_hover_id == 1)) do_scale_x(data); else if ((m_hover_id == 2) || (m_hover_id == 3)) do_scale_y(data); else if ((m_hover_id == 4) || (m_hover_id == 5)) do_scale_z(data); else if (m_hover_id >= 6) do_scale_uniform(data); } void GLGizmoScale3D::on_render(const GLCanvas3D::Selection& selection) const { bool single_instance = selection.is_single_full_instance(); bool single_volume = selection.is_single_modifier() || selection.is_single_volume(); bool single_selection = single_instance || single_volume; Vec3f scale = 100.0f * Vec3f::Ones(); if (single_instance) scale = 100.0f * selection.get_volume(*selection.get_volume_idxs().begin())->get_instance_scaling_factor().cast(); else if (single_volume) scale = 100.0f * selection.get_volume(*selection.get_volume_idxs().begin())->get_volume_scaling_factor().cast(); if ((single_selection && ((m_hover_id == 0) || (m_hover_id == 1))) || m_grabbers[0].dragging || m_grabbers[1].dragging) set_tooltip("X: " + format(scale(0), 4) + "%"); else if (!m_grabbers[0].dragging && !m_grabbers[1].dragging && ((m_hover_id == 0) || (m_hover_id == 1))) set_tooltip("X"); else if ((single_selection && ((m_hover_id == 2) || (m_hover_id == 3))) || m_grabbers[2].dragging || m_grabbers[3].dragging) set_tooltip("Y: " + format(scale(1), 4) + "%"); else if (!m_grabbers[2].dragging && !m_grabbers[3].dragging && ((m_hover_id == 2) || (m_hover_id == 3))) set_tooltip("Y"); else if ((single_selection && ((m_hover_id == 4) || (m_hover_id == 5))) || m_grabbers[4].dragging || m_grabbers[5].dragging) set_tooltip("Z: " + format(scale(2), 4) + "%"); else if (!m_grabbers[4].dragging && !m_grabbers[5].dragging && ((m_hover_id == 4) || (m_hover_id == 5))) set_tooltip("Z"); else if ((single_selection && ((m_hover_id == 6) || (m_hover_id == 7) || (m_hover_id == 8) || (m_hover_id == 9))) || m_grabbers[6].dragging || m_grabbers[7].dragging || m_grabbers[8].dragging || m_grabbers[9].dragging) { std::string tooltip = "X: " + format(scale(0), 4) + "%\n"; tooltip += "Y: " + format(scale(1), 4) + "%\n"; tooltip += "Z: " + format(scale(2), 4) + "%"; set_tooltip(tooltip); } else if (!m_grabbers[6].dragging && !m_grabbers[7].dragging && !m_grabbers[8].dragging && !m_grabbers[9].dragging && ((m_hover_id == 6) || (m_hover_id == 7) || (m_hover_id == 8) || (m_hover_id == 9))) set_tooltip("X/Y/Z"); ::glClear(GL_DEPTH_BUFFER_BIT); ::glEnable(GL_DEPTH_TEST); BoundingBoxf3 box; Transform3d transform = Transform3d::Identity(); Vec3d angles = Vec3d::Zero(); Transform3d offsets_transform = Transform3d::Identity(); Vec3d grabber_size = Vec3d::Zero(); if (single_instance) { // calculate bounding box in instance local reference system const GLCanvas3D::Selection::IndicesList& idxs = selection.get_volume_idxs(); for (unsigned int idx : idxs) { const GLVolume* vol = selection.get_volume(idx); box.merge(vol->bounding_box.transformed(vol->get_volume_transformation().get_matrix())); } // gets transform from first selected volume const GLVolume* v = selection.get_volume(*idxs.begin()); transform = v->get_instance_transformation().get_matrix(); // gets angles from first selected volume angles = v->get_instance_rotation(); // consider rotation+mirror only components of the transform for offsets offsets_transform = Geometry::assemble_transform(Vec3d::Zero(), angles, Vec3d::Ones(), v->get_instance_mirror()); grabber_size = v->get_instance_transformation().get_matrix(true, true, false, true) * box.size(); } else if (single_volume) { const GLVolume* v = selection.get_volume(*selection.get_volume_idxs().begin()); box = v->bounding_box; transform = v->world_matrix(); angles = Geometry::extract_euler_angles(transform); // consider rotation+mirror only components of the transform for offsets offsets_transform = Geometry::assemble_transform(Vec3d::Zero(), angles, Vec3d::Ones(), v->get_instance_mirror()); grabber_size = v->get_volume_transformation().get_matrix(true, true, false, true) * box.size(); } else { box = selection.get_bounding_box(); grabber_size = box.size(); } m_box = box; const Vec3d& center = m_box.center(); Vec3d offset_x = offsets_transform * Vec3d((double)Offset, 0.0, 0.0); Vec3d offset_y = offsets_transform * Vec3d(0.0, (double)Offset, 0.0); Vec3d offset_z = offsets_transform * Vec3d(0.0, 0.0, (double)Offset); // x axis m_grabbers[0].center = transform * Vec3d(m_box.min(0), center(1), center(2)) - offset_x; m_grabbers[1].center = transform * Vec3d(m_box.max(0), center(1), center(2)) + offset_x; ::memcpy((void*)m_grabbers[0].color, (const void*)&AXES_COLOR[0], 3 * sizeof(float)); ::memcpy((void*)m_grabbers[1].color, (const void*)&AXES_COLOR[0], 3 * sizeof(float)); // y axis m_grabbers[2].center = transform * Vec3d(center(0), m_box.min(1), center(2)) - offset_y; m_grabbers[3].center = transform * Vec3d(center(0), m_box.max(1), center(2)) + offset_y; ::memcpy((void*)m_grabbers[2].color, (const void*)&AXES_COLOR[1], 3 * sizeof(float)); ::memcpy((void*)m_grabbers[3].color, (const void*)&AXES_COLOR[1], 3 * sizeof(float)); // z axis m_grabbers[4].center = transform * Vec3d(center(0), center(1), m_box.min(2)) - offset_z; m_grabbers[5].center = transform * Vec3d(center(0), center(1), m_box.max(2)) + offset_z; ::memcpy((void*)m_grabbers[4].color, (const void*)&AXES_COLOR[2], 3 * sizeof(float)); ::memcpy((void*)m_grabbers[5].color, (const void*)&AXES_COLOR[2], 3 * sizeof(float)); // uniform m_grabbers[6].center = transform * Vec3d(m_box.min(0), m_box.min(1), center(2)) - offset_x - offset_y; m_grabbers[7].center = transform * Vec3d(m_box.max(0), m_box.min(1), center(2)) + offset_x - offset_y; m_grabbers[8].center = transform * Vec3d(m_box.max(0), m_box.max(1), center(2)) + offset_x + offset_y; m_grabbers[9].center = transform * Vec3d(m_box.min(0), m_box.max(1), center(2)) - offset_x + offset_y; for (int i = 6; i < 10; ++i) { ::memcpy((void*)m_grabbers[i].color, (const void*)m_highlight_color, 3 * sizeof(float)); } // sets grabbers orientation for (int i = 0; i < 10; ++i) { m_grabbers[i].angles = angles; } ::glLineWidth((m_hover_id != -1) ? 2.0f : 1.5f); float grabber_mean_size = (float)(grabber_size(0) + grabber_size(1) + grabber_size(2)) / 3.0f; if (m_hover_id == -1) { // draw connections if (m_grabbers[0].enabled && m_grabbers[1].enabled) { ::glColor3fv(m_grabbers[0].color); render_grabbers_connection(0, 1); } if (m_grabbers[2].enabled && m_grabbers[3].enabled) { ::glColor3fv(m_grabbers[2].color); render_grabbers_connection(2, 3); } if (m_grabbers[4].enabled && m_grabbers[5].enabled) { ::glColor3fv(m_grabbers[4].color); render_grabbers_connection(4, 5); } ::glColor3fv(m_base_color); render_grabbers_connection(6, 7); render_grabbers_connection(7, 8); render_grabbers_connection(8, 9); render_grabbers_connection(9, 6); // draw grabbers render_grabbers(grabber_mean_size); } else if ((m_hover_id == 0) || (m_hover_id == 1)) { // draw connection ::glColor3fv(m_grabbers[0].color); render_grabbers_connection(0, 1); // draw grabbers m_grabbers[0].render(true, grabber_mean_size); m_grabbers[1].render(true, grabber_mean_size); } else if ((m_hover_id == 2) || (m_hover_id == 3)) { // draw connection ::glColor3fv(m_grabbers[2].color); render_grabbers_connection(2, 3); // draw grabbers m_grabbers[2].render(true, grabber_mean_size); m_grabbers[3].render(true, grabber_mean_size); } else if ((m_hover_id == 4) || (m_hover_id == 5)) { // draw connection ::glColor3fv(m_grabbers[4].color); render_grabbers_connection(4, 5); // draw grabbers m_grabbers[4].render(true, grabber_mean_size); m_grabbers[5].render(true, grabber_mean_size); } else if (m_hover_id >= 6) { // draw connection ::glColor3fv(m_drag_color); render_grabbers_connection(6, 7); render_grabbers_connection(7, 8); render_grabbers_connection(8, 9); render_grabbers_connection(9, 6); // draw grabbers for (int i = 6; i < 10; ++i) { m_grabbers[i].render(true, grabber_mean_size); } } } void GLGizmoScale3D::on_render_for_picking(const GLCanvas3D::Selection& selection) const { ::glDisable(GL_DEPTH_TEST); render_grabbers_for_picking(selection.get_bounding_box()); } void GLGizmoScale3D::on_render_input_window(float x, float y, float bottom_limit, const GLCanvas3D::Selection& selection) { #if !DISABLE_MOVE_ROTATE_SCALE_GIZMOS_IMGUI bool single_instance = selection.is_single_full_instance(); wxString label = _(L("Scale (%)")); m_imgui->set_next_window_pos(x, y, ImGuiCond_Always); m_imgui->set_next_window_bg_alpha(0.5f); m_imgui->begin(label, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse); m_imgui->input_vec3("", m_scale * 100.f, 100.0f, "%.2f"); m_imgui->end(); #endif // !DISABLE_MOVE_ROTATE_SCALE_GIZMOS_IMGUI } void GLGizmoScale3D::render_grabbers_connection(unsigned int id_1, unsigned int id_2) const { unsigned int grabbers_count = (unsigned int)m_grabbers.size(); if ((id_1 < grabbers_count) && (id_2 < grabbers_count)) { ::glBegin(GL_LINES); ::glVertex3dv(m_grabbers[id_1].center.data()); ::glVertex3dv(m_grabbers[id_2].center.data()); ::glEnd(); } } void GLGizmoScale3D::do_scale_x(const UpdateData& data) { double ratio = calc_ratio(data); if (ratio > 0.0) m_scale(0) = m_starting_scale(0) * ratio; } void GLGizmoScale3D::do_scale_y(const UpdateData& data) { double ratio = calc_ratio(data); if (ratio > 0.0) m_scale(1) = m_starting_scale(1) * ratio; } void GLGizmoScale3D::do_scale_z(const UpdateData& data) { double ratio = calc_ratio(data); if (ratio > 0.0) m_scale(2) = m_starting_scale(2) * ratio; } void GLGizmoScale3D::do_scale_uniform(const UpdateData& data) { double ratio = calc_ratio(data); if (ratio > 0.0) m_scale = m_starting_scale * ratio; } double GLGizmoScale3D::calc_ratio(const UpdateData& data) const { double ratio = 0.0; // vector from the center to the starting position Vec3d starting_vec = m_starting_drag_position - m_starting_box.center(); double len_starting_vec = starting_vec.norm(); if (len_starting_vec != 0.0) { Vec3d mouse_dir = data.mouse_ray.unit_vector(); // finds the intersection of the mouse ray with the plane parallel to the camera viewport and passing throught the starting position // use ray-plane intersection see i.e. https://en.wikipedia.org/wiki/Line%E2%80%93plane_intersection algebric form // in our case plane normal and ray direction are the same (orthogonal view) // when moving to perspective camera the negative z unit axis of the camera needs to be transformed in world space and used as plane normal Vec3d inters = data.mouse_ray.a + (m_starting_drag_position - data.mouse_ray.a).dot(mouse_dir) / mouse_dir.squaredNorm() * mouse_dir; // vector from the starting position to the found intersection Vec3d inters_vec = inters - m_starting_drag_position; // finds projection of the vector along the staring direction double proj = inters_vec.dot(starting_vec.normalized()); ratio = (len_starting_vec + proj) / len_starting_vec; } if (data.shift_down) ratio = m_snap_step * (double)std::round(ratio / m_snap_step); return ratio; } } // namespace GUI } // namespace Slic3r