124 lines
4.2 KiB
C++
124 lines
4.2 KiB
C++
#include "GLSelectionRectangle.hpp"
|
|
#include "Camera.hpp"
|
|
#include "3DScene.hpp"
|
|
#include "GLCanvas3D.hpp"
|
|
|
|
#include <GL/glew.h>
|
|
|
|
namespace Slic3r {
|
|
namespace GUI {
|
|
|
|
void GLSelectionRectangle::start_dragging(const Vec2d& mouse_position, EState state)
|
|
{
|
|
if (is_dragging() || (state == Off))
|
|
return;
|
|
|
|
m_state = state;
|
|
m_start_corner = mouse_position;
|
|
m_end_corner = mouse_position;
|
|
}
|
|
|
|
void GLSelectionRectangle::dragging(const Vec2d& mouse_position)
|
|
{
|
|
if (!is_dragging())
|
|
return;
|
|
|
|
m_end_corner = mouse_position;
|
|
}
|
|
|
|
std::vector<unsigned int> GLSelectionRectangle::stop_dragging(const GLCanvas3D& canvas, const std::vector<Vec3d>& points)
|
|
{
|
|
std::vector<unsigned int> out;
|
|
|
|
if (!is_dragging())
|
|
return out;
|
|
|
|
m_state = Off;
|
|
|
|
const Camera& camera = canvas.get_camera();
|
|
const std::array<int, 4>& viewport = camera.get_viewport();
|
|
const Transform3d& modelview_matrix = camera.get_view_matrix();
|
|
const Transform3d& projection_matrix = camera.get_projection_matrix();
|
|
|
|
// bounding box created from the rectangle corners - will take care of order of the corners
|
|
BoundingBox rectangle(Points{ Point(m_start_corner.cast<int>()), Point(m_end_corner.cast<int>()) });
|
|
|
|
// Iterate over all points and determine whether they're in the rectangle.
|
|
for (unsigned int i = 0; i<points.size(); ++i) {
|
|
const Vec3d& point = points[i];
|
|
GLdouble out_x, out_y, out_z;
|
|
::gluProject((GLdouble)point(0), (GLdouble)point(1), (GLdouble)point(2), (GLdouble*)modelview_matrix.data(), (GLdouble*)projection_matrix.data(), (GLint*)viewport.data(), &out_x, &out_y, &out_z);
|
|
out_y = canvas.get_canvas_size().get_height() - out_y;
|
|
|
|
if (rectangle.contains(Point(out_x, out_y)))
|
|
out.push_back(i);
|
|
}
|
|
|
|
return out;
|
|
}
|
|
|
|
void GLSelectionRectangle::stop_dragging()
|
|
{
|
|
if (is_dragging())
|
|
m_state = Off;
|
|
}
|
|
|
|
void GLSelectionRectangle::render(const GLCanvas3D& canvas) const
|
|
{
|
|
if (!is_dragging())
|
|
return;
|
|
|
|
const Camera& camera = canvas.get_camera();
|
|
float zoom = (float)camera.get_zoom();
|
|
float inv_zoom = (zoom != 0.0f) ? 1.0f / zoom : 0.0f;
|
|
|
|
Size cnv_size = canvas.get_canvas_size();
|
|
float cnv_half_width = 0.5f * (float)cnv_size.get_width();
|
|
float cnv_half_height = 0.5f * (float)cnv_size.get_height();
|
|
if ((cnv_half_width == 0.0f) || (cnv_half_height == 0.0f))
|
|
return;
|
|
|
|
Vec2d start(m_start_corner(0) - cnv_half_width, cnv_half_height - m_start_corner(1));
|
|
Vec2d end(m_end_corner(0) - cnv_half_width, cnv_half_height - m_end_corner(1));
|
|
|
|
float left = (float)std::min(start(0), end(0)) * inv_zoom;
|
|
float top = (float)std::max(start(1), end(1)) * inv_zoom;
|
|
float right = (float)std::max(start(0), end(0)) * inv_zoom;
|
|
float bottom = (float)std::min(start(1), end(1)) * inv_zoom;
|
|
|
|
glsafe(::glLineWidth(1.5f));
|
|
float color[3];
|
|
color[0] = (m_state == Select) ? 0.3f : 1.0f;
|
|
color[1] = (m_state == Select) ? 1.0f : 0.3f;
|
|
color[2] = 0.3f;
|
|
glsafe(::glColor3fv(color));
|
|
|
|
glsafe(::glDisable(GL_DEPTH_TEST));
|
|
|
|
glsafe(::glPushMatrix());
|
|
glsafe(::glLoadIdentity());
|
|
// ensure that the rectangle is renderered inside the frustrum
|
|
glsafe(::glTranslated(0.0, 0.0, -(camera.get_near_z() + 0.5)));
|
|
// ensure that the overlay fits the frustrum near z plane
|
|
double gui_scale = camera.get_gui_scale();
|
|
glsafe(::glScaled(gui_scale, gui_scale, 1.0));
|
|
|
|
glsafe(::glPushAttrib(GL_ENABLE_BIT));
|
|
glsafe(::glLineStipple(4, 0xAAAA));
|
|
glsafe(::glEnable(GL_LINE_STIPPLE));
|
|
|
|
::glBegin(GL_LINE_LOOP);
|
|
::glVertex2f((GLfloat)left, (GLfloat)bottom);
|
|
::glVertex2f((GLfloat)right, (GLfloat)bottom);
|
|
::glVertex2f((GLfloat)right, (GLfloat)top);
|
|
::glVertex2f((GLfloat)left, (GLfloat)top);
|
|
glsafe(::glEnd());
|
|
|
|
glsafe(::glPopAttrib());
|
|
|
|
glsafe(::glPopMatrix());
|
|
}
|
|
|
|
} // namespace GUI
|
|
} // namespace Slic3r
|