134 lines
3.3 KiB
C++
134 lines
3.3 KiB
C++
#include "libslic3r/libslic3r.h"
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#include "Camera.hpp"
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#include "3DScene.hpp"
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#include <GL/glew.h>
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static const float GIMBALL_LOCK_THETA_MAX = 180.0f;
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// phi / theta angles to orient the camera.
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static const float VIEW_DEFAULT[2] = { 45.0f, 45.0f };
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static const float VIEW_LEFT[2] = { 90.0f, 90.0f };
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static const float VIEW_RIGHT[2] = { -90.0f, 90.0f };
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static const float VIEW_TOP[2] = { 0.0f, 0.0f };
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static const float VIEW_BOTTOM[2] = { 0.0f, 180.0f };
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static const float VIEW_FRONT[2] = { 0.0f, 90.0f };
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static const float VIEW_REAR[2] = { 180.0f, 90.0f };
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namespace Slic3r {
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namespace GUI {
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Camera::Camera()
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: type(Ortho)
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, zoom(1.0f)
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, phi(45.0f)
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// , distance(0.0f)
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, requires_zoom_to_bed(false)
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, inverted_phi(false)
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, m_theta(45.0f)
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, m_target(Vec3d::Zero())
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{
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}
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std::string Camera::get_type_as_string() const
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{
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switch (type)
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{
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default:
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case Unknown:
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return "unknown";
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// case Perspective:
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// return "perspective";
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case Ortho:
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return "ortho";
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};
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}
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void Camera::set_target(const Vec3d& target)
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{
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m_target = target;
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m_target(0) = clamp(m_scene_box.min(0), m_scene_box.max(0), m_target(0));
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m_target(1) = clamp(m_scene_box.min(1), m_scene_box.max(1), m_target(1));
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m_target(2) = clamp(m_scene_box.min(2), m_scene_box.max(2), m_target(2));
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}
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void Camera::set_theta(float theta, bool apply_limit)
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{
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if (apply_limit)
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m_theta = clamp(0.0f, GIMBALL_LOCK_THETA_MAX, theta);
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else
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{
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m_theta = fmod(theta, 360.0f);
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if (m_theta < 0.0f)
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m_theta += 360.0f;
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}
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}
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void Camera::set_scene_box(const BoundingBoxf3& box)
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{
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m_scene_box = box;
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}
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bool Camera::select_view(const std::string& direction)
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{
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const float* dir_vec = nullptr;
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if (direction == "iso")
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dir_vec = VIEW_DEFAULT;
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else if (direction == "left")
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dir_vec = VIEW_LEFT;
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else if (direction == "right")
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dir_vec = VIEW_RIGHT;
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else if (direction == "top")
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dir_vec = VIEW_TOP;
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else if (direction == "bottom")
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dir_vec = VIEW_BOTTOM;
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else if (direction == "front")
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dir_vec = VIEW_FRONT;
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else if (direction == "rear")
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dir_vec = VIEW_REAR;
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if (dir_vec != nullptr)
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{
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phi = dir_vec[0];
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set_theta(dir_vec[1], false);
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return true;
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}
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else
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return false;
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}
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void Camera::apply_viewport(int x, int y, unsigned int w, unsigned int h) const
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{
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glsafe(::glViewport(0, 0, w, h));
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glsafe(::glGetIntegerv(GL_VIEWPORT, m_viewport.data()));
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}
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void Camera::apply_view_matrix() const
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{
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glsafe(::glMatrixMode(GL_MODELVIEW));
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glsafe(::glLoadIdentity());
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glsafe(::glRotatef(-m_theta, 1.0f, 0.0f, 0.0f)); // pitch
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glsafe(::glRotatef(phi, 0.0f, 0.0f, 1.0f)); // yaw
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glsafe(::glTranslated(-m_target(0), -m_target(1), -m_target(2)));
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glsafe(::glGetDoublev(GL_MODELVIEW_MATRIX, m_view_matrix.data()));
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}
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void Camera::apply_ortho_projection(float x_min, float x_max, float y_min, float y_max, float z_min, float z_max) const
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{
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glsafe(::glMatrixMode(GL_PROJECTION));
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glsafe(::glLoadIdentity());
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glsafe(::glOrtho(x_min, x_max, y_min, y_max, z_min, z_max));
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glsafe(::glGetDoublev(GL_PROJECTION_MATRIX, m_projection_matrix.data()));
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glsafe(::glMatrixMode(GL_MODELVIEW));
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}
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} // GUI
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} // Slic3r
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