112 lines
3.5 KiB
C++
112 lines
3.5 KiB
C++
#ifndef slic3r_Camera_hpp_
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#define slic3r_Camera_hpp_
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#include "libslic3r/BoundingBox.hpp"
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#include <array>
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namespace Slic3r {
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namespace GUI {
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struct Camera
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{
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static const double DefaultDistance;
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static double FrustrumMinZRange;
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static double FrustrumMinNearZ;
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static double FrustrumZMargin;
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static double MaxFovDeg;
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enum EType : unsigned char
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{
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Unknown,
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Ortho,
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Perspective,
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Num_types
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};
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float phi;
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bool requires_zoom_to_bed;
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bool inverted_phi;
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private:
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EType m_type;
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Vec3d m_target;
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float m_theta;
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double m_zoom;
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// Distance between camera position and camera target measured along the camera Z axis
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mutable double m_distance;
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mutable double m_gui_scale;
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mutable std::array<int, 4> m_viewport;
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mutable Transform3d m_view_matrix;
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mutable Transform3d m_projection_matrix;
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mutable std::pair<double, double> m_frustrum_zs;
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BoundingBoxf3 m_scene_box;
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public:
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Camera();
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EType get_type() const { return m_type; }
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std::string get_type_as_string() const;
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void set_type(EType type);
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// valid values for type: "0" -> ortho, "1" -> perspective
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void set_type(const std::string& type);
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void select_next_type();
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const Vec3d& get_target() const { return m_target; }
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void set_target(const Vec3d& target);
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double get_distance() const { return m_distance; }
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double get_gui_scale() const { return m_gui_scale; }
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float get_theta() const { return m_theta; }
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void set_theta(float theta, bool apply_limit);
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double get_zoom() const { return m_zoom; }
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void set_zoom(double zoom, const BoundingBoxf3& max_box, int canvas_w, int canvas_h);
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void set_zoom(double zoom) { m_zoom = zoom; }
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const BoundingBoxf3& get_scene_box() const { return m_scene_box; }
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void set_scene_box(const BoundingBoxf3& box) { m_scene_box = box; }
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bool select_view(const std::string& direction);
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const std::array<int, 4>& get_viewport() const { return m_viewport; }
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const Transform3d& get_view_matrix() const { return m_view_matrix; }
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const Transform3d& get_projection_matrix() const { return m_projection_matrix; }
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Vec3d get_dir_right() const { return m_view_matrix.matrix().block(0, 0, 3, 3).row(0); }
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Vec3d get_dir_up() const { return m_view_matrix.matrix().block(0, 0, 3, 3).row(1); }
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Vec3d get_dir_forward() const { return -m_view_matrix.matrix().block(0, 0, 3, 3).row(2); }
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Vec3d get_position() const { return m_view_matrix.matrix().inverse().block(0, 3, 3, 1); }
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double get_near_z() const { return m_frustrum_zs.first; }
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double get_far_z() const { return m_frustrum_zs.second; }
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double get_fov() const;
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void apply_viewport(int x, int y, unsigned int w, unsigned int h) const;
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void apply_view_matrix() const;
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void apply_projection(const BoundingBoxf3& box) const;
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void zoom_to_box(const BoundingBoxf3& box, int canvas_w, int canvas_h);
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#if ENABLE_CAMERA_STATISTICS
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void debug_render() const;
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#endif // ENABLE_CAMERA_STATISTICS
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private:
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// returns tight values for nearZ and farZ plane around the given bounding box
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// the camera MUST be outside of the bounding box in eye coordinate of the given box
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std::pair<double, double> calc_tight_frustrum_zs_around(const BoundingBoxf3& box) const;
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double calc_zoom_to_bounding_box_factor(const BoundingBoxf3& box, int canvas_w, int canvas_h) const;
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void set_distance(double distance) const;
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};
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} // GUI
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} // Slic3r
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#endif // slic3r_Camera_hpp_
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