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	1st installment of ModelInstance 3D rotation components
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					 20 changed files with 533 additions and 12 deletions
				
			
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			@ -1283,6 +1283,9 @@ namespace Slic3r {
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                transform(1, 0) * inv_sx, transform(1, 1) * inv_sy, transform(1, 2) * inv_sz,
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                transform(2, 0) * inv_sx, transform(2, 1) * inv_sy, transform(2, 2) * inv_sz;
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#if ENABLE_MODELINSTANCE_3D_ROTATION
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        Vec3d rotation = m3x3.eulerAngles(0, 1, 2);
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#else
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        Eigen::AngleAxisd rotation;
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        rotation.fromRotationMatrix(m3x3);
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			@ -1291,6 +1294,7 @@ namespace Slic3r {
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            return;
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        double angle_z = (rotation.axis() == Vec3d::UnitZ()) ? rotation.angle() : -rotation.angle();
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#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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#if ENABLE_MODELINSTANCE_3D_OFFSET
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        instance.set_offset(offset);
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			@ -1299,7 +1303,11 @@ namespace Slic3r {
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        instance.offset(1) = offset_y;
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#endif // ENABLE_MODELINSTANCE_3D_OFFSET
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        instance.scaling_factor = sx;
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#if ENABLE_MODELINSTANCE_3D_ROTATION
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        instance.set_rotation(rotation);
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#else
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        instance.rotation = angle_z;
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#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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    }
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    bool _3MF_Importer::_handle_start_config(const char** attributes, unsigned int num_attributes)
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			@ -30,7 +30,12 @@
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// 0 : .amf, .amf.xml and .zip.amf files saved by older slic3r. No version definition in them.
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// 1 : Introduction of amf versioning. No other change in data saved into amf files.
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#if ENABLE_MODELINSTANCE_3D_OFFSET
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#if ENABLE_MODELINSTANCE_3D_ROTATION
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// 2 : Added z component of offset
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//     Added x and y components of rotation
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#else
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// 2 : Added z component of offset.
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#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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const unsigned int VERSION_AMF = 2;
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#else
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const unsigned int VERSION_AMF = 1;
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			@ -127,6 +132,10 @@ struct AMFParserContext
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#if ENABLE_MODELINSTANCE_3D_OFFSET
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        NODE_TYPE_DELTAZ,               // amf/constellation/instance/deltaz
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#endif // ENABLE_MODELINSTANCE_3D_OFFSET
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#if ENABLE_MODELINSTANCE_3D_ROTATION
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        NODE_TYPE_RX,                   // amf/constellation/instance/rx
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        NODE_TYPE_RY,                   // amf/constellation/instance/ry
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#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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        NODE_TYPE_RZ,                   // amf/constellation/instance/rz
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        NODE_TYPE_SCALE,                // amf/constellation/instance/scale
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        NODE_TYPE_METADATA,             // anywhere under amf/*/metadata
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			@ -134,7 +143,11 @@ struct AMFParserContext
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    struct Instance {
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#if ENABLE_MODELINSTANCE_3D_OFFSET
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#if ENABLE_MODELINSTANCE_3D_ROTATION
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        Instance() : deltax_set(false), deltay_set(false), deltaz_set(false), rx_set(false), ry_set(false), rz_set(false), scale_set(false) {}
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#else
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        Instance() : deltax_set(false), deltay_set(false), deltaz_set(false), rz_set(false), scale_set(false) {}
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#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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#else
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        Instance() : deltax_set(false), deltay_set(false), rz_set(false), scale_set(false) {}
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#endif // ENABLE_MODELINSTANCE_3D_OFFSET
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			@ -149,6 +162,14 @@ struct AMFParserContext
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        float deltaz;
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        bool  deltaz_set;
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#endif // ENABLE_MODELINSTANCE_3D_OFFSET
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#if ENABLE_MODELINSTANCE_3D_ROTATION
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        // Rotation around the X axis.
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        float rx;
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        bool  rx_set;
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        // Rotation around the Y axis.
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        float ry;
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        bool  ry_set;
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#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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        // Rotation around the Z axis.
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        float rz;
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        bool  rz_set;
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			@ -275,6 +296,12 @@ void AMFParserContext::startElement(const char *name, const char **atts)
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            else if (strcmp(name, "deltaz") == 0)
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                node_type_new = NODE_TYPE_DELTAZ;
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#endif // ENABLE_MODELINSTANCE_3D_OFFSET
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#if ENABLE_MODELINSTANCE_3D_ROTATION
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            else if (strcmp(name, "rx") == 0)
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                node_type_new = NODE_TYPE_RX;
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            else if (strcmp(name, "ry") == 0)
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                node_type_new = NODE_TYPE_RY;
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#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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            else if (strcmp(name, "rz") == 0)
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                node_type_new = NODE_TYPE_RZ;
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            else if (strcmp(name, "scale") == 0)
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			@ -339,7 +366,11 @@ void AMFParserContext::characters(const XML_Char *s, int len)
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            if (m_path.back() == NODE_TYPE_DELTAX || 
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                m_path.back() == NODE_TYPE_DELTAY || 
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                m_path.back() == NODE_TYPE_DELTAZ || 
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                m_path.back() == NODE_TYPE_RZ || 
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#if ENABLE_MODELINSTANCE_3D_ROTATION
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                m_path.back() == NODE_TYPE_RX ||
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                m_path.back() == NODE_TYPE_RY ||
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#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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                m_path.back() == NODE_TYPE_RZ ||
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                m_path.back() == NODE_TYPE_SCALE)
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#else
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            if (m_path.back() == NODE_TYPE_DELTAX || m_path.back() == NODE_TYPE_DELTAY || m_path.back() == NODE_TYPE_RZ || m_path.back() == NODE_TYPE_SCALE)
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			@ -391,6 +422,20 @@ void AMFParserContext::endElement(const char * /* name */)
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        m_value[0].clear();
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        break;
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#endif // ENABLE_MODELINSTANCE_3D_OFFSET
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#if ENABLE_MODELINSTANCE_3D_ROTATION
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    case NODE_TYPE_RX:
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        assert(m_instance);
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        m_instance->rx = float(atof(m_value[0].c_str()));
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        m_instance->rx_set = true;
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        m_value[0].clear();
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        break;
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    case NODE_TYPE_RY:
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        assert(m_instance);
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        m_instance->ry = float(atof(m_value[0].c_str()));
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        m_instance->ry_set = true;
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        m_value[0].clear();
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        break;
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#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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    case NODE_TYPE_RZ:
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        assert(m_instance);
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        m_instance->rz = float(atof(m_value[0].c_str()));
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			@ -541,12 +586,16 @@ void AMFParserContext::endDocument()
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            if (instance.deltax_set && instance.deltay_set) {
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                ModelInstance *mi = m_model.objects[object.second.idx]->add_instance();
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#if ENABLE_MODELINSTANCE_3D_OFFSET
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                mi->set_offset(Vec3d((double)instance.deltax, (double)instance.deltay, (double)instance.deltaz));
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                mi->set_offset(Vec3d(instance.deltax_set ? (double)instance.deltax : 0.0, instance.deltay_set ? (double)instance.deltay : 0.0, instance.deltaz_set ? (double)instance.deltaz : 0.0));
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#else
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                mi->offset(0) = instance.deltax;
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                mi->offset(1) = instance.deltay;
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#endif // ENABLE_MODELINSTANCE_3D_OFFSET
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#if ENABLE_MODELINSTANCE_3D_ROTATION
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                mi->set_rotation(Vec3d(instance.rx_set ? (double)instance.rx : 0.0, instance.ry_set ? (double)instance.ry : 0.0, instance.rz_set ? (double)instance.rz : 0.0));
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#else
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                mi->rotation = instance.rz_set ? instance.rz : 0.f;
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#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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                mi->scaling_factor = instance.scale_set ? instance.scale : 1.f;
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            }
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    }
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			@ -850,6 +899,10 @@ bool store_amf(const char *path, Model *model, Print* print, bool export_print_c
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#if ENABLE_MODELINSTANCE_3D_OFFSET
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                    "      <deltaz>%lf</deltaz>\n"
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#endif // ENABLE_MODELINSTANCE_3D_OFFSET
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#if ENABLE_MODELINSTANCE_3D_ROTATION
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                    "      <rx>%lf</rx>\n"
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                    "      <ry>%lf</ry>\n"
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#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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                    "      <rz>%lf</rz>\n"
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                    "      <scale>%lf</scale>\n"
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                    "    </instance>\n",
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			@ -862,8 +915,15 @@ bool store_amf(const char *path, Model *model, Print* print, bool export_print_c
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                    instance->offset(0),
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                    instance->offset(1),
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#endif // ENABLE_MODELINSTANCE_3D_OFFSET
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#if ENABLE_MODELINSTANCE_3D_ROTATION
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                    instance->get_rotation(X),
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                    instance->get_rotation(Y),
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                    instance->get_rotation(Z),
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#else
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                    instance->rotation,
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#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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                    instance->scaling_factor);
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                //FIXME missing instance->scaling_factor
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                instances.append(buf);
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            }
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			@ -164,7 +164,11 @@ bool load_prus(const char *path, Model *model)
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            const char *zero_tag  = "<zero>";
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			const char *zero_xml  = strstr(scene_xml_data.data(), zero_tag);
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            float  trafo[3][4] = { 0 };
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#if ENABLE_MODELINSTANCE_3D_ROTATION
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            Vec3d instance_rotation = Vec3d::Zero();
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#else
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            double instance_rotation = 0.;
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#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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            double instance_scaling_factor = 1.f;
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#if ENABLE_MODELINSTANCE_3D_OFFSET
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            Vec3d instance_offset = Vec3d::Zero();
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			@ -197,10 +201,14 @@ bool load_prus(const char *path, Model *model)
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                        instance_scaling_factor = scale[0];
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                        scale[0] = scale[1] = scale[2] = 1.;
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                    }
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#if ENABLE_MODELINSTANCE_3D_ROTATION
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                    instance_rotation = Vec3d(-(double)rotation[0], -(double)rotation[1], -(double)rotation[2]);
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#else
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                    if (rotation[0] == 0. && rotation[1] == 0.) {
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                        instance_rotation = - rotation[2];
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                        rotation[2] = 0.;
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                    }
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#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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                    Eigen::Matrix3f mat_rot, mat_scale, mat_trafo;
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                    mat_rot = Eigen::AngleAxisf(-rotation[2], Eigen::Vector3f::UnitZ()) * 
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                              Eigen::AngleAxisf(-rotation[1], Eigen::Vector3f::UnitY()) *
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			@ -366,8 +374,12 @@ bool load_prus(const char *path, Model *model)
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                        model_object = model->add_object(name_utf8.data(), path, std::move(mesh));
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                        volume = model_object->volumes.front();
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                        ModelInstance *instance     = model_object->add_instance();
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                        instance->rotation          = instance_rotation;
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                        instance->scaling_factor    = instance_scaling_factor;
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#if ENABLE_MODELINSTANCE_3D_ROTATION
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                        instance->set_rotation(instance_rotation);
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#else
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                        instance->rotation = instance_rotation;
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#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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                        instance->scaling_factor = instance_scaling_factor;
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#if ENABLE_MODELINSTANCE_3D_OFFSET
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                        instance->set_offset(instance_offset);
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#else
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			@ -1054,6 +1054,29 @@ size_t ModelVolume::split(unsigned int max_extruders)
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    return idx;
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}
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#if ENABLE_MODELINSTANCE_3D_ROTATION
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void ModelInstance::set_rotation(const Vec3d& rotation)
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{
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    set_rotation(X, rotation(0));
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    set_rotation(Y, rotation(1));
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    set_rotation(Z, rotation(2));
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}
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void ModelInstance::set_rotation(Axis axis, double rotation)
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{
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    static const double TWO_PI = 2.0 * (double)PI;
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    while (rotation < 0.0)
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    {
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        rotation += TWO_PI;
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    }
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    while (TWO_PI < rotation)
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    {
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        rotation -= TWO_PI;
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    }
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    m_rotation(axis) = rotation;
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}
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#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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void ModelInstance::transform_mesh(TriangleMesh* mesh, bool dont_translate) const
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{
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    mesh->transform(world_matrix(dont_translate).cast<float>());
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			@ -1098,7 +1121,12 @@ Vec3d ModelInstance::transform_vector(const Vec3d& v, bool dont_translate) const
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void ModelInstance::transform_polygon(Polygon* polygon) const
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{
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#if ENABLE_MODELINSTANCE_3D_ROTATION
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    // CHECK_ME -> Is the following correct or it should take in account all three rotations ?
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    polygon->rotate(this->m_rotation(2));                // rotate around polygon origin
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#else
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    polygon->rotate(this->rotation);                // rotate around polygon origin
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#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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    polygon->scale(this->scaling_factor);           // scale around polygon origin
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}
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			@ -1114,7 +1142,15 @@ Transform3d ModelInstance::world_matrix(bool dont_translate, bool dont_rotate, b
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#endif // ENABLE_MODELINSTANCE_3D_OFFSET
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    if (!dont_rotate)
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#if ENABLE_MODELINSTANCE_3D_ROTATION
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    {
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        m.rotate(Eigen::AngleAxisd(m_rotation(2), Vec3d::UnitZ()));
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        m.rotate(Eigen::AngleAxisd(m_rotation(1), Vec3d::UnitY()));
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        m.rotate(Eigen::AngleAxisd(m_rotation(0), Vec3d::UnitX()));
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    }
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#else
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        m.rotate(Eigen::AngleAxisd(rotation, Vec3d::UnitZ()));
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#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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    if (!dont_scale)
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        m.scale(scaling_factor);
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			@ -246,11 +246,16 @@ public:
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#if ENABLE_MODELINSTANCE_3D_OFFSET
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private:
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    Vec3d m_offset;              // in unscaled coordinates
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#if ENABLE_MODELINSTANCE_3D_ROTATION
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    Vec3d m_rotation;            // Rotation around the three axes, in radians around mesh center point
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#endif // ENABLE_MODELINSTANCE_3D_ROTATION
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public:
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#endif // ENABLE_MODELINSTANCE_3D_OFFSET
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#if !ENABLE_MODELINSTANCE_3D_ROTATION
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    double rotation;            // Rotation around the Z axis, in radians around mesh center point
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#endif // !ENABLE_MODELINSTANCE_3D_ROTATION
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    double scaling_factor;
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#if !ENABLE_MODELINSTANCE_3D_OFFSET
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    Vec2d offset;              // in unscaled coordinates
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| 
						 | 
				
			
			@ -269,6 +274,14 @@ public:
 | 
			
		|||
    void set_offset(Axis axis, double offset) { m_offset(axis) = offset; }
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_OFFSET
 | 
			
		||||
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    const Vec3d& get_rotation() const { return m_rotation; }
 | 
			
		||||
    double get_rotation(Axis axis) const { return m_rotation(axis); }
 | 
			
		||||
 | 
			
		||||
    void set_rotation(const Vec3d& rotation);
 | 
			
		||||
    void set_rotation(Axis axis, double rotation);
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
 | 
			
		||||
    // To be called on an external mesh
 | 
			
		||||
    void transform_mesh(TriangleMesh* mesh, bool dont_translate = false) const;
 | 
			
		||||
    // Calculate a bounding box of a transformed mesh. To be called on an external mesh.
 | 
			
		||||
| 
						 | 
				
			
			@ -289,9 +302,15 @@ private:
 | 
			
		|||
    ModelObject* object;
 | 
			
		||||
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_OFFSET
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    ModelInstance(ModelObject *object) : m_rotation(Vec3d::Zero()), scaling_factor(1), m_offset(Vec3d::Zero()), object(object), print_volume_state(PVS_Inside) {}
 | 
			
		||||
    ModelInstance(ModelObject *object, const ModelInstance &other) :
 | 
			
		||||
        m_rotation(other.m_rotation), scaling_factor(other.scaling_factor), m_offset(other.m_offset), object(object), print_volume_state(PVS_Inside) {}
 | 
			
		||||
#else
 | 
			
		||||
    ModelInstance(ModelObject *object) : rotation(0), scaling_factor(1), m_offset(Vec3d::Zero()), object(object), print_volume_state(PVS_Inside) {}
 | 
			
		||||
    ModelInstance(ModelObject *object, const ModelInstance &other) :
 | 
			
		||||
        rotation(other.rotation), scaling_factor(other.scaling_factor), m_offset(other.m_offset), object(object), print_volume_state(PVS_Inside) {}
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
#else
 | 
			
		||||
    ModelInstance(ModelObject *object) : rotation(0), scaling_factor(1), offset(Vec2d::Zero()), object(object), print_volume_state(PVS_Inside) {}
 | 
			
		||||
    ModelInstance(ModelObject *object, const ModelInstance &other) :
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -527,8 +527,13 @@ ShapeData2D projectModelFromTop(const Slic3r::Model &model) {
 | 
			
		|||
 | 
			
		||||
                    // Invalid geometries would throw exceptions when arranging
 | 
			
		||||
                    if(item.vertexCount() > 3) {
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
                        // CHECK_ME -> is the following correct or it should take in account all three rotations ?
 | 
			
		||||
                        item.rotation(objinst->get_rotation(Z));
 | 
			
		||||
#else
 | 
			
		||||
                        item.rotation(objinst->rotation);
 | 
			
		||||
                        item.translation( {
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
                        item.translation({
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_OFFSET
 | 
			
		||||
                        ClipperLib::cInt(objinst->get_offset(X)/SCALING_FACTOR),
 | 
			
		||||
                        ClipperLib::cInt(objinst->get_offset(Y)/SCALING_FACTOR)
 | 
			
		||||
| 
						 | 
				
			
			@ -681,7 +686,12 @@ void applyResult(
 | 
			
		|||
#endif // ENABLE_MODELINSTANCE_3D_OFFSET
 | 
			
		||||
 | 
			
		||||
        // write the transformation data into the model instance
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
        // CHECK_ME -> Is the following correct ?
 | 
			
		||||
        inst_ptr->set_rotation(Vec3d(0.0, 0.0, rot));
 | 
			
		||||
#else
 | 
			
		||||
        inst_ptr->rotation = rot;
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_OFFSET
 | 
			
		||||
        inst_ptr->set_offset(foff);
 | 
			
		||||
#else
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -8,6 +8,8 @@
 | 
			
		|||
#define ENABLE_MODELINSTANCE_3D_OFFSET (1 && ENABLE_1_42_0)
 | 
			
		||||
// Add double click on gizmo grabbers to reset transformation components to their default value
 | 
			
		||||
#define ENABLE_GIZMOS_RESET (1 && ENABLE_1_42_0)
 | 
			
		||||
// Add x and y rotation components to model instances' offset
 | 
			
		||||
#define ENABLE_MODELINSTANCE_3D_ROTATION (1 && ENABLE_MODELINSTANCE_3D_OFFSET)
 | 
			
		||||
 | 
			
		||||
#endif // _technologies_h_
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -196,7 +196,11 @@ const float GLVolume::SELECTED_OUTSIDE_COLOR[4] = { 0.19f, 0.58f, 1.0f, 1.0f };
 | 
			
		|||
 | 
			
		||||
GLVolume::GLVolume(float r, float g, float b, float a)
 | 
			
		||||
    : m_offset(Vec3d::Zero())
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    , m_rotation(Vec3d::Zero())
 | 
			
		||||
#else
 | 
			
		||||
    , m_rotation(0.0)
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    , m_scaling_factor(1.0)
 | 
			
		||||
    , m_world_matrix(Transform3f::Identity())
 | 
			
		||||
    , m_world_matrix_dirty(true)
 | 
			
		||||
| 
						 | 
				
			
			@ -255,7 +259,24 @@ void GLVolume::set_render_color()
 | 
			
		|||
        set_render_color(color, 4);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
double GLVolume::get_rotation()
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
const Vec3d& GLVolume::get_rotation() const
 | 
			
		||||
{
 | 
			
		||||
    return m_rotation;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void GLVolume::set_rotation(const Vec3d& rotation)
 | 
			
		||||
{
 | 
			
		||||
    if (m_rotation != rotation)
 | 
			
		||||
    {
 | 
			
		||||
        m_rotation = rotation;
 | 
			
		||||
        m_world_matrix_dirty = true;
 | 
			
		||||
        m_transformed_bounding_box_dirty = true;
 | 
			
		||||
        m_transformed_convex_hull_bounding_box_dirty = true;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
#else
 | 
			
		||||
double GLVolume::get_rotation() const
 | 
			
		||||
{
 | 
			
		||||
    return m_rotation;
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			@ -270,6 +291,7 @@ void GLVolume::set_rotation(double rotation)
 | 
			
		|||
        m_transformed_convex_hull_bounding_box_dirty = true;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
 | 
			
		||||
const Vec3d& GLVolume::get_offset() const
 | 
			
		||||
{
 | 
			
		||||
| 
						 | 
				
			
			@ -327,7 +349,13 @@ const Transform3f& GLVolume::world_matrix() const
 | 
			
		|||
    {
 | 
			
		||||
        m_world_matrix = Transform3f::Identity();
 | 
			
		||||
        m_world_matrix.translate(m_offset.cast<float>());
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
        m_world_matrix.rotate(Eigen::AngleAxisf((float)m_rotation(2), Vec3f::UnitZ()));
 | 
			
		||||
        m_world_matrix.rotate(Eigen::AngleAxisf((float)m_rotation(1), Vec3f::UnitY()));
 | 
			
		||||
        m_world_matrix.rotate(Eigen::AngleAxisf((float)m_rotation(0), Vec3f::UnitX()));
 | 
			
		||||
#else
 | 
			
		||||
        m_world_matrix.rotate(Eigen::AngleAxisf((float)m_rotation, Vec3f::UnitZ()));
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
        m_world_matrix.scale((float)m_scaling_factor);
 | 
			
		||||
        m_world_matrix_dirty = false;
 | 
			
		||||
    }
 | 
			
		||||
| 
						 | 
				
			
			@ -403,7 +431,13 @@ void GLVolume::render() const
 | 
			
		|||
    ::glCullFace(GL_BACK);
 | 
			
		||||
    ::glPushMatrix();
 | 
			
		||||
    ::glTranslated(m_offset(0), m_offset(1), m_offset(2));
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    ::glRotated(m_rotation(2) * 180.0 / (double)PI, 0.0, 0.0, 1.0);
 | 
			
		||||
    ::glRotated(m_rotation(1) * 180.0 / (double)PI, 0.0, 1.0, 0.0);
 | 
			
		||||
    ::glRotated(m_rotation(0) * 180.0 / (double)PI, 1.0, 0.0, 0.0);
 | 
			
		||||
#else
 | 
			
		||||
    ::glRotated(m_rotation * 180.0 / (double)PI, 0.0, 0.0, 1.0);
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    ::glScaled(m_scaling_factor, m_scaling_factor, m_scaling_factor);
 | 
			
		||||
    if (this->indexed_vertex_array.indexed())
 | 
			
		||||
        this->indexed_vertex_array.render(this->tverts_range, this->qverts_range);
 | 
			
		||||
| 
						 | 
				
			
			@ -529,7 +563,13 @@ void GLVolume::render_VBOs(int color_id, int detection_id, int worldmatrix_id) c
 | 
			
		|||
 | 
			
		||||
    ::glPushMatrix();
 | 
			
		||||
    ::glTranslated(m_offset(0), m_offset(1), m_offset(2));
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    ::glRotated(m_rotation(2) * 180.0 / (double)PI, 0.0, 0.0, 1.0);
 | 
			
		||||
    ::glRotated(m_rotation(1) * 180.0 / (double)PI, 0.0, 1.0, 0.0);
 | 
			
		||||
    ::glRotated(m_rotation(0) * 180.0 / (double)PI, 1.0, 0.0, 0.0);
 | 
			
		||||
#else
 | 
			
		||||
    ::glRotated(m_rotation * 180.0 / (double)PI, 0.0, 0.0, 1.0);
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    ::glScaled(m_scaling_factor, m_scaling_factor, m_scaling_factor);
 | 
			
		||||
 | 
			
		||||
    if (n_triangles > 0)
 | 
			
		||||
| 
						 | 
				
			
			@ -574,7 +614,13 @@ void GLVolume::render_legacy() const
 | 
			
		|||
 | 
			
		||||
    ::glPushMatrix();
 | 
			
		||||
    ::glTranslated(m_offset(0), m_offset(1), m_offset(2));
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    ::glRotated(m_rotation(2) * 180.0 / (double)PI, 0.0, 0.0, 1.0);
 | 
			
		||||
    ::glRotated(m_rotation(1) * 180.0 / (double)PI, 0.0, 1.0, 0.0);
 | 
			
		||||
    ::glRotated(m_rotation(0) * 180.0 / (double)PI, 1.0, 0.0, 0.0);
 | 
			
		||||
#else
 | 
			
		||||
    ::glRotated(m_rotation * 180.0 / (double)PI, 0.0, 0.0, 1.0);
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    ::glScaled(m_scaling_factor, m_scaling_factor, m_scaling_factor);
 | 
			
		||||
 | 
			
		||||
    if (n_triangles > 0)
 | 
			
		||||
| 
						 | 
				
			
			@ -698,7 +744,11 @@ std::vector<int> GLVolumeCollection::load_object(
 | 
			
		|||
#else
 | 
			
		||||
            v.set_offset(Vec3d(instance->offset(0), instance->offset(1), 0.0));
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_OFFSET
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
            v.set_rotation(instance->get_rotation());
 | 
			
		||||
#else
 | 
			
		||||
            v.set_rotation(instance->rotation);
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
            v.set_scaling_factor(instance->scaling_factor);
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
| 
						 | 
				
			
			@ -2067,12 +2117,30 @@ void _3DScene::register_on_gizmo_scale_uniformly_callback(wxGLCanvas* canvas, vo
 | 
			
		|||
 | 
			
		||||
void _3DScene::register_on_gizmo_rotate_callback(wxGLCanvas* canvas, void* callback)
 | 
			
		||||
{
 | 
			
		||||
#if !ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    s_canvas_mgr.register_on_gizmo_rotate_callback(canvas, callback);
 | 
			
		||||
#endif // !ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void _3DScene::register_on_gizmo_rotate_3D_callback(wxGLCanvas* canvas, void* callback)
 | 
			
		||||
{
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    s_canvas_mgr.register_on_gizmo_rotate_3D_callback(canvas, callback);
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void _3DScene::register_on_gizmo_flatten_callback(wxGLCanvas* canvas, void* callback)
 | 
			
		||||
{
 | 
			
		||||
#if !ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    s_canvas_mgr.register_on_gizmo_flatten_callback(canvas, callback);
 | 
			
		||||
#endif // !ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void _3DScene::register_on_gizmo_flatten_3D_callback(wxGLCanvas* canvas, void* callback)
 | 
			
		||||
{
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    s_canvas_mgr.register_on_gizmo_flatten_3D_callback(canvas, callback);
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void _3DScene::register_on_update_geometry_info_callback(wxGLCanvas* canvas, void* callback)
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -256,8 +256,13 @@ public:
 | 
			
		|||
private:
 | 
			
		||||
    // Offset of the volume to be rendered.
 | 
			
		||||
    Vec3d                 m_offset;
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    // Rotation around three axes of the volume to be rendered.
 | 
			
		||||
    Vec3d                 m_rotation;
 | 
			
		||||
#else
 | 
			
		||||
    // Rotation around Z axis of the volume to be rendered.
 | 
			
		||||
    double                m_rotation;
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    // Scale factor of the volume to be rendered.
 | 
			
		||||
    double                m_scaling_factor;
 | 
			
		||||
    // World matrix of the volume to be rendered.
 | 
			
		||||
| 
						 | 
				
			
			@ -327,8 +332,13 @@ public:
 | 
			
		|||
    // Sets render color in dependence of current state
 | 
			
		||||
    void set_render_color();
 | 
			
		||||
 | 
			
		||||
    double get_rotation();
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    const Vec3d& get_rotation() const;
 | 
			
		||||
    void set_rotation(const Vec3d& rotation);
 | 
			
		||||
#else
 | 
			
		||||
    double get_rotation() const;
 | 
			
		||||
    void set_rotation(double rotation);
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
 | 
			
		||||
    const Vec3d& get_offset() const;
 | 
			
		||||
    void set_offset(const Vec3d& offset);
 | 
			
		||||
| 
						 | 
				
			
			@ -558,7 +568,9 @@ public:
 | 
			
		|||
    static void register_on_enable_action_buttons_callback(wxGLCanvas* canvas, void* callback);
 | 
			
		||||
    static void register_on_gizmo_scale_uniformly_callback(wxGLCanvas* canvas, void* callback);
 | 
			
		||||
    static void register_on_gizmo_rotate_callback(wxGLCanvas* canvas, void* callback);
 | 
			
		||||
    static void register_on_gizmo_rotate_3D_callback(wxGLCanvas* canvas, void* callback);
 | 
			
		||||
    static void register_on_gizmo_flatten_callback(wxGLCanvas* canvas, void* callback);
 | 
			
		||||
    static void register_on_gizmo_flatten_3D_callback(wxGLCanvas* canvas, void* callback);
 | 
			
		||||
    static void register_on_update_geometry_info_callback(wxGLCanvas* canvas, void* callback);
 | 
			
		||||
 | 
			
		||||
    static void register_action_add_callback(wxGLCanvas* canvas, void* callback);
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1184,9 +1184,11 @@ bool GLCanvas3D::Gizmos::init(GLCanvas3D& parent)
 | 
			
		|||
        return false;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
#if !ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    // temporary disable x and y grabbers
 | 
			
		||||
    gizmo->disable_grabber(0);
 | 
			
		||||
    gizmo->disable_grabber(1);
 | 
			
		||||
#endif // !ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
 | 
			
		||||
    m_gizmos.insert(GizmosMap::value_type(Rotate, gizmo));
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -1436,6 +1438,35 @@ void GLCanvas3D::Gizmos::set_scale(float scale)
 | 
			
		|||
        reinterpret_cast<GLGizmoScale3D*>(it->second)->set_scale(scale);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
Vec3d GLCanvas3D::Gizmos::get_rotation() const
 | 
			
		||||
{
 | 
			
		||||
    if (!m_enabled)
 | 
			
		||||
        return Vec3d::Zero();
 | 
			
		||||
 | 
			
		||||
    GizmosMap::const_iterator it = m_gizmos.find(Rotate);
 | 
			
		||||
    return (it != m_gizmos.end()) ? reinterpret_cast<GLGizmoRotate3D*>(it->second)->get_rotation() : Vec3d::Zero();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void GLCanvas3D::Gizmos::set_rotation(const Vec3d& rotation)
 | 
			
		||||
{
 | 
			
		||||
    if (!m_enabled)
 | 
			
		||||
        return;
 | 
			
		||||
 | 
			
		||||
    GizmosMap::const_iterator it = m_gizmos.find(Rotate);
 | 
			
		||||
    if (it != m_gizmos.end())
 | 
			
		||||
        reinterpret_cast<GLGizmoRotate3D*>(it->second)->set_rotation(rotation);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
Vec3d GLCanvas3D::Gizmos::get_flattening_rotation() const
 | 
			
		||||
{
 | 
			
		||||
    if (!m_enabled)
 | 
			
		||||
        return Vec3d::Zero();
 | 
			
		||||
 | 
			
		||||
    GizmosMap::const_iterator it = m_gizmos.find(Flatten);
 | 
			
		||||
    return (it != m_gizmos.end()) ? reinterpret_cast<GLGizmoFlatten*>(it->second)->get_flattening_rotation() : Vec3d::Zero();
 | 
			
		||||
}
 | 
			
		||||
#else
 | 
			
		||||
float GLCanvas3D::Gizmos::get_angle_z() const
 | 
			
		||||
{
 | 
			
		||||
    if (!m_enabled)
 | 
			
		||||
| 
						 | 
				
			
			@ -1463,6 +1494,7 @@ Vec3d GLCanvas3D::Gizmos::get_flattening_normal() const
 | 
			
		|||
    GizmosMap::const_iterator it = m_gizmos.find(Flatten);
 | 
			
		||||
    return (it != m_gizmos.end()) ? reinterpret_cast<GLGizmoFlatten*>(it->second)->get_flattening_normal() : Vec3d::Zero();
 | 
			
		||||
}
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
 | 
			
		||||
void GLCanvas3D::Gizmos::set_flattening_data(const ModelObject* model_object)
 | 
			
		||||
{
 | 
			
		||||
| 
						 | 
				
			
			@ -2400,7 +2432,11 @@ void GLCanvas3D::update_gizmos_data()
 | 
			
		|||
                m_gizmos.set_position(Vec3d(model_instance->offset(0), model_instance->offset(1), 0.0));
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_OFFSET
 | 
			
		||||
                m_gizmos.set_scale(model_instance->scaling_factor);
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
                m_gizmos.set_rotation(model_instance->get_rotation());
 | 
			
		||||
#else
 | 
			
		||||
                m_gizmos.set_angle_z(model_instance->rotation);
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
                m_gizmos.set_flattening_data(model_object);
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
| 
						 | 
				
			
			@ -2409,7 +2445,11 @@ void GLCanvas3D::update_gizmos_data()
 | 
			
		|||
    {
 | 
			
		||||
        m_gizmos.set_position(Vec3d::Zero());
 | 
			
		||||
        m_gizmos.set_scale(1.0f);
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
        m_gizmos.set_rotation(Vec3d::Zero());
 | 
			
		||||
#else
 | 
			
		||||
        m_gizmos.set_angle_z(0.0f);
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
        m_gizmos.set_flattening_data(nullptr);
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			@ -2772,6 +2812,19 @@ void GLCanvas3D::register_on_gizmo_scale_uniformly_callback(void* callback)
 | 
			
		|||
        m_on_gizmo_scale_uniformly_callback.register_callback(callback);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
void GLCanvas3D::register_on_gizmo_rotate_3D_callback(void* callback)
 | 
			
		||||
{
 | 
			
		||||
    if (callback != nullptr)
 | 
			
		||||
        m_on_gizmo_rotate_3D_callback.register_callback(callback);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void GLCanvas3D::register_on_gizmo_flatten_3D_callback(void* callback)
 | 
			
		||||
{
 | 
			
		||||
    if (callback != nullptr)
 | 
			
		||||
        m_on_gizmo_flatten_3D_callback.register_callback(callback);
 | 
			
		||||
}
 | 
			
		||||
#else
 | 
			
		||||
void GLCanvas3D::register_on_gizmo_rotate_callback(void* callback)
 | 
			
		||||
{
 | 
			
		||||
    if (callback != nullptr)
 | 
			
		||||
| 
						 | 
				
			
			@ -2783,6 +2836,7 @@ void GLCanvas3D::register_on_gizmo_flatten_callback(void* callback)
 | 
			
		|||
    if (callback != nullptr)
 | 
			
		||||
        m_on_gizmo_flatten_callback.register_callback(callback);
 | 
			
		||||
}
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
 | 
			
		||||
void GLCanvas3D::register_on_update_geometry_info_callback(void* callback)
 | 
			
		||||
{
 | 
			
		||||
| 
						 | 
				
			
			@ -3133,6 +3187,11 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
 | 
			
		|||
            m_mouse.drag.gizmo_volume_idx = _get_first_selected_volume_id(selected_object_idx);
 | 
			
		||||
 | 
			
		||||
            if (m_gizmos.get_current_type() == Gizmos::Flatten) {
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
                // Rotate the object so the normal points downward:
 | 
			
		||||
                const Vec3d& rotation = m_gizmos.get_flattening_rotation();
 | 
			
		||||
                m_on_gizmo_flatten_3D_callback.call(rotation(0), rotation(1), rotation(2));
 | 
			
		||||
#else
 | 
			
		||||
                // Rotate the object so the normal points downward:
 | 
			
		||||
                Vec3d normal = m_gizmos.get_flattening_normal();
 | 
			
		||||
                if (normal(0) != 0.0 || normal(1) != 0.0 || normal(2) != 0.0) {
 | 
			
		||||
| 
						 | 
				
			
			@ -3140,6 +3199,7 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
 | 
			
		|||
                    float angle = acos(clamp(-1.0, 1.0, -normal(2)));
 | 
			
		||||
                    m_on_gizmo_flatten_callback.call(angle, (float)axis(0), (float)axis(1), (float)axis(2));
 | 
			
		||||
                }
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            m_dirty = true;
 | 
			
		||||
| 
						 | 
				
			
			@ -3322,6 +3382,15 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
 | 
			
		|||
        }
 | 
			
		||||
        case Gizmos::Rotate:
 | 
			
		||||
        {
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
            // Apply new temporary rotation
 | 
			
		||||
            Vec3d rotation = m_gizmos.get_rotation();
 | 
			
		||||
            for (GLVolume* v : volumes)
 | 
			
		||||
            {
 | 
			
		||||
                v->set_rotation(rotation);
 | 
			
		||||
            }
 | 
			
		||||
            update_rotation_value(rotation);
 | 
			
		||||
#else
 | 
			
		||||
            // Apply new temporary angle_z
 | 
			
		||||
            float angle_z = m_gizmos.get_angle_z();
 | 
			
		||||
            for (GLVolume* v : volumes)
 | 
			
		||||
| 
						 | 
				
			
			@ -3329,6 +3398,7 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
 | 
			
		|||
                v->set_rotation((double)angle_z);
 | 
			
		||||
            }
 | 
			
		||||
            update_rotation_value((double)angle_z, Z);
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
            break;
 | 
			
		||||
        }
 | 
			
		||||
        default:
 | 
			
		||||
| 
						 | 
				
			
			@ -3474,14 +3544,19 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
 | 
			
		|||
            }
 | 
			
		||||
            case Gizmos::Rotate:
 | 
			
		||||
            {
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
                const Vec3d& rotation = m_gizmos.get_rotation();
 | 
			
		||||
                m_on_gizmo_rotate_3D_callback.call(rotation(0), rotation(1), rotation(2));
 | 
			
		||||
#else
 | 
			
		||||
                m_on_gizmo_rotate_callback.call((double)m_gizmos.get_angle_z());
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
                break;
 | 
			
		||||
            }
 | 
			
		||||
            default:
 | 
			
		||||
                break;
 | 
			
		||||
            }
 | 
			
		||||
            m_gizmos.stop_dragging();
 | 
			
		||||
            Slic3r::GUI::update_settings_value();
 | 
			
		||||
            update_settings_value();
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        m_mouse.drag.move_volume_idx = -1;
 | 
			
		||||
| 
						 | 
				
			
			@ -3921,8 +3996,13 @@ void GLCanvas3D::_deregister_callbacks()
 | 
			
		|||
    m_on_wipe_tower_moved_callback.deregister_callback();
 | 
			
		||||
    m_on_enable_action_buttons_callback.deregister_callback();
 | 
			
		||||
    m_on_gizmo_scale_uniformly_callback.deregister_callback();
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    m_on_gizmo_rotate_3D_callback.deregister_callback();
 | 
			
		||||
    m_on_gizmo_flatten_3D_callback.deregister_callback();
 | 
			
		||||
#else
 | 
			
		||||
    m_on_gizmo_rotate_callback.deregister_callback();
 | 
			
		||||
    m_on_gizmo_flatten_callback.deregister_callback();
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    m_on_update_geometry_info_callback.deregister_callback();
 | 
			
		||||
 | 
			
		||||
    m_action_add_callback.deregister_callback();
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -387,11 +387,20 @@ class GLCanvas3D
 | 
			
		|||
        float get_scale() const;
 | 
			
		||||
        void set_scale(float scale);
 | 
			
		||||
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
        Vec3d get_rotation() const;
 | 
			
		||||
        void set_rotation(const Vec3d& rotation);
 | 
			
		||||
#else
 | 
			
		||||
        float get_angle_z() const;
 | 
			
		||||
        void set_angle_z(float angle_z);
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
 | 
			
		||||
        void set_flattening_data(const ModelObject* model_object);
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
        Vec3d get_flattening_rotation() const;
 | 
			
		||||
#else
 | 
			
		||||
        Vec3d get_flattening_normal() const;
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
        void set_flattening_data(const ModelObject* model_object);
 | 
			
		||||
 | 
			
		||||
        void render_current_gizmo(const BoundingBoxf3& box) const;
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -507,8 +516,13 @@ class GLCanvas3D
 | 
			
		|||
    PerlCallback m_on_wipe_tower_moved_callback;
 | 
			
		||||
    PerlCallback m_on_enable_action_buttons_callback;
 | 
			
		||||
    PerlCallback m_on_gizmo_scale_uniformly_callback;
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    PerlCallback m_on_gizmo_rotate_3D_callback;
 | 
			
		||||
    PerlCallback m_on_gizmo_flatten_3D_callback;
 | 
			
		||||
#else
 | 
			
		||||
    PerlCallback m_on_gizmo_rotate_callback;
 | 
			
		||||
    PerlCallback m_on_gizmo_flatten_callback;
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    PerlCallback m_on_update_geometry_info_callback;
 | 
			
		||||
 | 
			
		||||
    PerlCallback m_action_add_callback;
 | 
			
		||||
| 
						 | 
				
			
			@ -632,8 +646,13 @@ public:
 | 
			
		|||
    void register_on_wipe_tower_moved_callback(void* callback);
 | 
			
		||||
    void register_on_enable_action_buttons_callback(void* callback);
 | 
			
		||||
    void register_on_gizmo_scale_uniformly_callback(void* callback);
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    void register_on_gizmo_rotate_3D_callback(void* callback);
 | 
			
		||||
    void register_on_gizmo_flatten_3D_callback(void* callback);
 | 
			
		||||
#else
 | 
			
		||||
    void register_on_gizmo_rotate_callback(void* callback);
 | 
			
		||||
    void register_on_gizmo_flatten_callback(void* callback);
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    void register_on_update_geometry_info_callback(void* callback);
 | 
			
		||||
 | 
			
		||||
    void register_action_add_callback(void* callback);
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -699,6 +699,21 @@ void GLCanvas3DManager::register_on_gizmo_scale_uniformly_callback(wxGLCanvas* c
 | 
			
		|||
        it->second->register_on_gizmo_scale_uniformly_callback(callback);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
void GLCanvas3DManager::register_on_gizmo_rotate_3D_callback(wxGLCanvas* canvas, void* callback)
 | 
			
		||||
{
 | 
			
		||||
    CanvasesMap::iterator it = _get_canvas(canvas);
 | 
			
		||||
    if (it != m_canvases.end())
 | 
			
		||||
        it->second->register_on_gizmo_rotate_3D_callback(callback);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void GLCanvas3DManager::register_on_gizmo_flatten_3D_callback(wxGLCanvas* canvas, void* callback)
 | 
			
		||||
{
 | 
			
		||||
    CanvasesMap::iterator it = _get_canvas(canvas);
 | 
			
		||||
    if (it != m_canvases.end())
 | 
			
		||||
        it->second->register_on_gizmo_flatten_3D_callback(callback);
 | 
			
		||||
}
 | 
			
		||||
#else
 | 
			
		||||
void GLCanvas3DManager::register_on_gizmo_rotate_callback(wxGLCanvas* canvas, void* callback)
 | 
			
		||||
{
 | 
			
		||||
    CanvasesMap::iterator it = _get_canvas(canvas);
 | 
			
		||||
| 
						 | 
				
			
			@ -712,6 +727,7 @@ void GLCanvas3DManager::register_on_gizmo_flatten_callback(wxGLCanvas* canvas, v
 | 
			
		|||
    if (it != m_canvases.end())
 | 
			
		||||
        it->second->register_on_gizmo_flatten_callback(callback);
 | 
			
		||||
}
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
 | 
			
		||||
void GLCanvas3DManager::register_on_update_geometry_info_callback(wxGLCanvas* canvas, void* callback)
 | 
			
		||||
{
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -163,8 +163,13 @@ public:
 | 
			
		|||
    void register_on_wipe_tower_moved_callback(wxGLCanvas* canvas, void* callback);
 | 
			
		||||
    void register_on_enable_action_buttons_callback(wxGLCanvas* canvas, void* callback);
 | 
			
		||||
    void register_on_gizmo_scale_uniformly_callback(wxGLCanvas* canvas, void* callback);
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    void register_on_gizmo_rotate_3D_callback(wxGLCanvas* canvas, void* callback);
 | 
			
		||||
    void register_on_gizmo_flatten_3D_callback(wxGLCanvas* canvas, void* callback);
 | 
			
		||||
#else
 | 
			
		||||
    void register_on_gizmo_rotate_callback(wxGLCanvas* canvas, void* callback);
 | 
			
		||||
    void register_on_gizmo_flatten_callback(wxGLCanvas* canvas, void* callback);
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    void register_on_update_geometry_info_callback(wxGLCanvas* canvas, void* callback);
 | 
			
		||||
 | 
			
		||||
    void register_action_add_callback(wxGLCanvas* canvas, void* callback);
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1251,15 +1251,28 @@ void GLGizmoFlatten::on_render(const BoundingBoxf3& box) const
 | 
			
		|||
            ::glColor4f(0.9f, 0.9f, 0.9f, 0.5f);
 | 
			
		||||
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_OFFSET
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
        for (const InstanceData& inst : m_instances) {
 | 
			
		||||
            Vec3d position = inst.position + dragged_offset;
 | 
			
		||||
#else
 | 
			
		||||
        for (Vec3d offset : m_instances_positions) {
 | 
			
		||||
            offset += dragged_offset;
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
#else
 | 
			
		||||
        for (Vec2d offset : m_instances_positions) {
 | 
			
		||||
            offset += to_2d(dragged_offset);
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_OFFSET
 | 
			
		||||
            ::glPushMatrix();
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_OFFSET
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
            ::glTranslated(position(0), position(1), position(2));
 | 
			
		||||
            ::glRotated(inst.rotation(2) * 180.0 / (double)PI, 0.0, 0.0, 1.0);
 | 
			
		||||
            ::glRotated(inst.rotation(1) * 180.0 / (double)PI, 0.0, 1.0, 0.0);
 | 
			
		||||
            ::glRotated(inst.rotation(0) * 180.0 / (double)PI, 1.0, 0.0, 0.0);
 | 
			
		||||
            ::glScaled(inst.scaling_factor, inst.scaling_factor, inst.scaling_factor);
 | 
			
		||||
#else
 | 
			
		||||
            ::glTranslated(offset(0), offset(1), offset(2));
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
#else
 | 
			
		||||
            ::glTranslatef((GLfloat)offset(0), (GLfloat)offset(1), 0.0f);
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_OFFSET
 | 
			
		||||
| 
						 | 
				
			
			@ -1282,13 +1295,25 @@ void GLGizmoFlatten::on_render_for_picking(const BoundingBoxf3& box) const
 | 
			
		|||
    {
 | 
			
		||||
        ::glColor3f(1.0f, 1.0f, picking_color_component(i));
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_OFFSET
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
        for (const InstanceData& inst : m_instances) {
 | 
			
		||||
#else
 | 
			
		||||
        for (const Vec3d& offset : m_instances_positions) {
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
#else
 | 
			
		||||
        for (const Vec2d& offset : m_instances_positions) {
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_OFFSET
 | 
			
		||||
            ::glPushMatrix();
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_OFFSET
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
            ::glTranslated(inst.position(0), inst.position(1), inst.position(2));
 | 
			
		||||
            ::glRotated(inst.rotation(2) * 180.0 / (double)PI, 0.0, 0.0, 1.0);
 | 
			
		||||
            ::glRotated(inst.rotation(1) * 180.0 / (double)PI, 0.0, 1.0, 0.0);
 | 
			
		||||
            ::glRotated(inst.rotation(0) * 180.0 / (double)PI, 1.0, 0.0, 0.0);
 | 
			
		||||
            ::glScaled(inst.scaling_factor, inst.scaling_factor, inst.scaling_factor);
 | 
			
		||||
#else
 | 
			
		||||
            ::glTranslated(offset(0), offset(1), offset(2));
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
#else
 | 
			
		||||
            ::glTranslatef((GLfloat)offset(0), (GLfloat)offset(1), 0.0f);
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_OFFSET
 | 
			
		||||
| 
						 | 
				
			
			@ -1307,10 +1332,18 @@ void GLGizmoFlatten::set_flattening_data(const ModelObject* model_object)
 | 
			
		|||
 | 
			
		||||
    // ...and save the updated positions of the object instances:
 | 
			
		||||
    if (m_model_object && !m_model_object->instances.empty()) {
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
        m_instances.clear();
 | 
			
		||||
#else
 | 
			
		||||
        m_instances_positions.clear();
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
        for (const auto* instance : m_model_object->instances)
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_OFFSET
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
            m_instances.emplace_back(instance->get_offset(), instance->get_rotation(), instance->scaling_factor);
 | 
			
		||||
#else
 | 
			
		||||
            m_instances_positions.emplace_back(instance->get_offset());
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
#else
 | 
			
		||||
            m_instances_positions.emplace_back(instance->offset);
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_OFFSET
 | 
			
		||||
| 
						 | 
				
			
			@ -1326,8 +1359,10 @@ void GLGizmoFlatten::update_planes()
 | 
			
		|||
    for (const ModelVolume* vol : m_model_object->volumes)
 | 
			
		||||
        ch.merge(vol->get_convex_hull());
 | 
			
		||||
    ch = ch.convex_hull_3d();
 | 
			
		||||
#if !ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    ch.scale(m_model_object->instances.front()->scaling_factor);
 | 
			
		||||
    ch.rotate_z(m_model_object->instances.front()->rotation);
 | 
			
		||||
#endif // !ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
 | 
			
		||||
    m_planes.clear();
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -1372,8 +1407,8 @@ void GLGizmoFlatten::update_planes()
 | 
			
		|||
        // if this is a just a very small triangle, remove it to speed up further calculations (it would be rejected anyway):
 | 
			
		||||
        if (m_planes.back().vertices.size() == 3 &&
 | 
			
		||||
               (m_planes.back().vertices[0] - m_planes.back().vertices[1]).norm() < 1.f
 | 
			
		||||
            || (m_planes.back().vertices[0] - m_planes.back().vertices[2]).norm() < 1.f)
 | 
			
		||||
            m_planes.pop_back();
 | 
			
		||||
               || (m_planes.back().vertices[0] - m_planes.back().vertices[2]).norm() < 1.f)
 | 
			
		||||
               m_planes.pop_back();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    // Now we'll go through all the polygons, transform the points into xy plane to process them:
 | 
			
		||||
| 
						 | 
				
			
			@ -1476,8 +1511,10 @@ void GLGizmoFlatten::update_planes()
 | 
			
		|||
    m_source_data.bounding_boxes.clear();
 | 
			
		||||
    for (const auto& vol : m_model_object->volumes)
 | 
			
		||||
        m_source_data.bounding_boxes.push_back(vol->get_convex_hull().bounding_box());
 | 
			
		||||
#if !ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    m_source_data.scaling_factor = m_model_object->instances.front()->scaling_factor;
 | 
			
		||||
    m_source_data.rotation = m_model_object->instances.front()->rotation;
 | 
			
		||||
#endif // !ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    const float* first_vertex = m_model_object->volumes.front()->get_convex_hull().first_vertex();
 | 
			
		||||
    m_source_data.mesh_first_point = Vec3d((double)first_vertex[0], (double)first_vertex[1], (double)first_vertex[2]);
 | 
			
		||||
}
 | 
			
		||||
| 
						 | 
				
			
			@ -1489,10 +1526,14 @@ bool GLGizmoFlatten::is_plane_update_necessary() const
 | 
			
		|||
    if (m_state != On || !m_model_object || m_model_object->instances.empty())
 | 
			
		||||
        return false;
 | 
			
		||||
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    if (m_model_object->volumes.size() != m_source_data.bounding_boxes.size())
 | 
			
		||||
#else
 | 
			
		||||
    if (m_model_object->volumes.size() != m_source_data.bounding_boxes.size()
 | 
			
		||||
     || m_model_object->instances.front()->scaling_factor != m_source_data.scaling_factor
 | 
			
		||||
     || m_model_object->instances.front()->rotation != m_source_data.rotation)
 | 
			
		||||
         return true;
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
        return true;
 | 
			
		||||
 | 
			
		||||
    // now compare the bounding boxes:
 | 
			
		||||
    for (unsigned int i=0; i<m_model_object->volumes.size(); ++i)
 | 
			
		||||
| 
						 | 
				
			
			@ -1507,11 +1548,22 @@ bool GLGizmoFlatten::is_plane_update_necessary() const
 | 
			
		|||
    return false;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
Vec3d GLGizmoFlatten::get_flattening_rotation() const
 | 
			
		||||
{
 | 
			
		||||
    // calculates the rotations in model space
 | 
			
		||||
    Eigen::Quaterniond q;
 | 
			
		||||
    Vec3d angles = q.setFromTwoVectors(m_normal, -Vec3d::UnitZ()).toRotationMatrix().eulerAngles(2, 1, 0);
 | 
			
		||||
    m_normal = Vec3d::Zero();
 | 
			
		||||
    return Vec3d(angles(2), angles(1), angles(0));
 | 
			
		||||
}
 | 
			
		||||
#else
 | 
			
		||||
Vec3d GLGizmoFlatten::get_flattening_normal() const {
 | 
			
		||||
    Vec3d normal = m_model_object->instances.front()->world_matrix(true).matrix().block(0, 0, 3, 3).inverse() * m_normal;
 | 
			
		||||
    m_normal = Vec3d::Zero();
 | 
			
		||||
    return normal.normalized();
 | 
			
		||||
}
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
 | 
			
		||||
} // namespace GUI
 | 
			
		||||
} // namespace Slic3r
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -188,6 +188,10 @@ class GLGizmoRotate3D : public GLGizmoBase
 | 
			
		|||
public:
 | 
			
		||||
    explicit GLGizmoRotate3D(GLCanvas3D& parent);
 | 
			
		||||
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    Vec3d get_rotation() const { return Vec3d(m_gizmos[X].get_angle(), m_gizmos[Y].get_angle(), m_gizmos[Z].get_angle()); }
 | 
			
		||||
    void set_rotation(const Vec3d& rotation) { m_gizmos[X].set_angle(rotation(0)); m_gizmos[Y].set_angle(rotation(1)); m_gizmos[Z].set_angle(rotation(2)); }
 | 
			
		||||
#else
 | 
			
		||||
    double get_angle_x() const { return m_gizmos[X].get_angle(); }
 | 
			
		||||
    void set_angle_x(double angle) { m_gizmos[X].set_angle(angle); }
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -196,6 +200,7 @@ public:
 | 
			
		|||
 | 
			
		||||
    double get_angle_z() const { return m_gizmos[Z].get_angle(); }
 | 
			
		||||
    void set_angle_z(double angle) { m_gizmos[Z].set_angle(angle); }
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
    virtual bool on_init();
 | 
			
		||||
| 
						 | 
				
			
			@ -340,8 +345,10 @@ private:
 | 
			
		|||
    };
 | 
			
		||||
    struct SourceDataSummary {
 | 
			
		||||
        std::vector<BoundingBoxf3> bounding_boxes; // bounding boxes of convex hulls of individual volumes
 | 
			
		||||
#if !ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
        float scaling_factor;
 | 
			
		||||
        float rotation;
 | 
			
		||||
#endif // !ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
        Vec3d mesh_first_point;
 | 
			
		||||
    };
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -350,7 +357,19 @@ private:
 | 
			
		|||
 | 
			
		||||
    std::vector<PlaneData> m_planes;
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_OFFSET
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    struct InstanceData
 | 
			
		||||
    {
 | 
			
		||||
        Vec3d position;
 | 
			
		||||
        Vec3d rotation; 
 | 
			
		||||
        double scaling_factor;
 | 
			
		||||
 | 
			
		||||
        InstanceData(const Vec3d& position, const Vec3d& rotation, double scaling_factor) : position(position), rotation(rotation), scaling_factor(scaling_factor) {}
 | 
			
		||||
    };
 | 
			
		||||
    std::vector<InstanceData> m_instances;
 | 
			
		||||
#else
 | 
			
		||||
    Pointf3s m_instances_positions;
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
#else
 | 
			
		||||
    std::vector<Vec2d> m_instances_positions;
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_OFFSET
 | 
			
		||||
| 
						 | 
				
			
			@ -364,7 +383,11 @@ public:
 | 
			
		|||
    explicit GLGizmoFlatten(GLCanvas3D& parent);
 | 
			
		||||
 | 
			
		||||
    void set_flattening_data(const ModelObject* model_object);
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    Vec3d get_flattening_rotation() const;
 | 
			
		||||
#else
 | 
			
		||||
    Vec3d get_flattening_normal() const;
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
 | 
			
		||||
protected:
 | 
			
		||||
    virtual bool on_init();
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1802,11 +1802,15 @@ void update_scale_values(double scaling_factor)
 | 
			
		|||
 | 
			
		||||
void update_rotation_values()
 | 
			
		||||
{
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
    update_rotation_value((*m_objects)[m_selected_object_id]->instances.front()->get_rotation());
 | 
			
		||||
#else
 | 
			
		||||
    auto og = get_optgroup(ogFrequentlyObjectSettings);
 | 
			
		||||
    auto instance = (*m_objects)[m_selected_object_id]->instances.front();
 | 
			
		||||
    og->set_value("rotation_x", 0);
 | 
			
		||||
    og->set_value("rotation_y", 0);
 | 
			
		||||
    og->set_value("rotation_z", int(Geometry::rad2deg(instance->rotation)));
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
void update_rotation_value(double angle, Axis axis)
 | 
			
		||||
| 
						 | 
				
			
			@ -1836,6 +1840,16 @@ void update_rotation_value(double angle, Axis axis)
 | 
			
		|||
    og->set_value(axis_str, int(Geometry::rad2deg(angle)));
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
void update_rotation_value(const Vec3d& rotation)
 | 
			
		||||
{
 | 
			
		||||
    auto og = get_optgroup(ogFrequentlyObjectSettings);
 | 
			
		||||
    og->set_value("rotation_x", int(Geometry::rad2deg(rotation(0))));
 | 
			
		||||
    og->set_value("rotation_y", int(Geometry::rad2deg(rotation(1))));
 | 
			
		||||
    og->set_value("rotation_z", int(Geometry::rad2deg(rotation(2))));
 | 
			
		||||
}
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
 | 
			
		||||
void set_uniform_scaling(const bool uniform_scale)
 | 
			
		||||
{
 | 
			
		||||
    g_is_uniform_scale = uniform_scale;
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -124,6 +124,9 @@ void update_scale_values(double scaling_factor);
 | 
			
		|||
void update_rotation_values();
 | 
			
		||||
// update rotation value after "gizmos"
 | 
			
		||||
void update_rotation_value(double angle, Axis axis);
 | 
			
		||||
#if ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
void update_rotation_value(const Vec3d& rotation);
 | 
			
		||||
#endif // ENABLE_MODELINSTANCE_3D_ROTATION
 | 
			
		||||
void set_uniform_scaling(const bool uniform_scale);
 | 
			
		||||
 | 
			
		||||
void on_begin_drag(wxDataViewEvent &event);
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
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