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https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-17 11:47:54 -06:00
3DScene::Resize() method moved to c++
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parent
a73cb45792
commit
0c1655b884
8 changed files with 377 additions and 81 deletions
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@ -194,10 +194,6 @@ sub new {
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$self->background(1);
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$self->_quat((0, 0, 0, 1));
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#==============================================================================================================================
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Slic3r::GUI::_3DScene::set_camera_theta($self, 45.0);
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Slic3r::GUI::_3DScene::set_camera_phi($self, 45.0);
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Slic3r::GUI::_3DScene::set_camera_zoom($self, 1.0);
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# $self->_stheta(45);
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# $self->_sphi(45);
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# $self->_zoom(1);
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@ -210,6 +206,9 @@ sub new {
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# Collection of GLVolume objects
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$self->volumes(Slic3r::GUI::_3DScene::GLVolume::Collection->new);
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#==============================================================================================================================
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Slic3r::GUI::_3DScene::set_volumes($self, $self->volumes);
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#==============================================================================================================================
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# 3D point in model space
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#==============================================================================================================================
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@ -217,8 +216,6 @@ sub new {
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## $self->_camera_type('perspective');
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#==============================================================================================================================
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#==============================================================================================================================
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Slic3r::GUI::_3DScene::set_camera_target($self, Slic3r::Pointf3->new(0,0,0));
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Slic3r::GUI::_3DScene::set_camera_distance($self, 0.0);
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# $self->_camera_target(Slic3r::Pointf3->new(0,0,0));
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# $self->_camera_distance(0.);
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#==============================================================================================================================
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@ -969,9 +966,13 @@ sub bed_bounding_box {
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sub max_bounding_box {
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my ($self) = @_;
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my $bb = $self->bed_bounding_box;
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$bb->merge($self->volumes_bounding_box);
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return $bb;
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#==============================================================================================================================
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return Slic3r::GUI::_3DScene::get_max_bounding_box($self);
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# my $bb = $self->bed_bounding_box;
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# $bb->merge($self->volumes_bounding_box);
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# return $bb;
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#==============================================================================================================================
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}
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# Used by ObjectCutDialog and ObjectPartsPanel to generate a rectangular ground plane
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@ -1000,6 +1001,9 @@ sub set_bed_shape {
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my ($self, $bed_shape) = @_;
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$self->bed_shape($bed_shape);
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#==============================================================================================================================
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Slic3r::GUI::_3DScene::set_bed_shape($self, $bed_shape);
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#==============================================================================================================================
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# triangulate bed
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my $expolygon = Slic3r::ExPolygon->new([ map [map scale($_), @$_], @$bed_shape ]);
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@ -1246,63 +1250,48 @@ sub UseVBOs {
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sub Resize {
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my ($self, $x, $y) = @_;
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return unless $self->GetContext;
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#==============================================================================================================================
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Slic3r::GUI::_3DScene::set_dirty($self, 0);
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# $self->_dirty(0);
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#==============================================================================================================================
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Slic3r::GUI::_3DScene::resize($self, $x, $y);
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$self->SetCurrent($self->GetContext);
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glViewport(0, 0, $x, $y);
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#==============================================================================================================================
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my $zoom = Slic3r::GUI::_3DScene::get_camera_zoom($self);
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$x /= $zoom;
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$y /= $zoom;
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# return unless $self->GetContext;
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# $self->_dirty(0);
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#
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# $self->SetCurrent($self->GetContext);
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# glViewport(0, 0, $x, $y);
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#
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# $x /= $self->_zoom;
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# $y /= $self->_zoom;
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#==============================================================================================================================
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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#==============================================================================================================================
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my $camera_type = Slic3r::GUI::_3DScene::get_camera_type_as_string($self);
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if ($camera_type eq 'ortho') {
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#
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# glMatrixMode(GL_PROJECTION);
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# glLoadIdentity();
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# if ($self->_camera_type eq 'ortho') {
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#==============================================================================================================================
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#FIXME setting the size of the box 10x larger than necessary
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# is only a workaround for an incorrectly set camera.
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# This workaround harms Z-buffer accuracy!
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# my $depth = 1.05 * $self->max_bounding_box->radius();
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my $depth = 5.0 * max(@{ $self->max_bounding_box->size });
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glOrtho(
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-$x/2, $x/2, -$y/2, $y/2,
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-$depth, $depth,
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);
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} else {
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#==============================================================================================================================
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die "Invalid camera type: ", $camera_type, "\n" if ($camera_type ne 'perspective');
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# #FIXME setting the size of the box 10x larger than necessary
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# # is only a workaround for an incorrectly set camera.
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# # This workaround harms Z-buffer accuracy!
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## my $depth = 1.05 * $self->max_bounding_box->radius();
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# my $depth = 5.0 * max(@{ $self->max_bounding_box->size });
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# glOrtho(
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# -$x/2, $x/2, -$y/2, $y/2,
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# -$depth, $depth,
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# );
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# } else {
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# die "Invalid camera type: ", $self->_camera_type, "\n" if ($self->_camera_type ne 'perspective');
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#==============================================================================================================================
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my $bbox_r = $self->max_bounding_box->radius();
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my $fov = PI * 45. / 180.;
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my $fov_tan = tan(0.5 * $fov);
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my $cam_distance = 0.5 * $bbox_r / $fov_tan;
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#==============================================================================================================================
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Slic3r::GUI::_3DScene::set_camera_distance($self, $cam_distance);
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# my $bbox_r = $self->max_bounding_box->radius();
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# my $fov = PI * 45. / 180.;
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# my $fov_tan = tan(0.5 * $fov);
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# my $cam_distance = 0.5 * $bbox_r / $fov_tan;
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# $self->_camera_distance($cam_distance);
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# my $nr = $cam_distance - $bbox_r * 1.1;
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# my $fr = $cam_distance + $bbox_r * 1.1;
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# $nr = 1 if ($nr < 1);
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# $fr = $nr + 1 if ($fr < $nr + 1);
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# my $h2 = $fov_tan * $nr;
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# my $w2 = $h2 * $x / $y;
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# glFrustum(-$w2, $w2, -$h2, $h2, $nr, $fr);
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# }
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# glMatrixMode(GL_MODELVIEW);
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#==============================================================================================================================
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my $nr = $cam_distance - $bbox_r * 1.1;
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my $fr = $cam_distance + $bbox_r * 1.1;
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$nr = 1 if ($nr < 1);
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$fr = $nr + 1 if ($fr < $nr + 1);
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my $h2 = $fov_tan * $nr;
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my $w2 = $h2 * $x / $y;
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glFrustum(-$w2, $w2, -$h2, $h2, $nr, $fr);
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}
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glMatrixMode(GL_MODELVIEW);
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}
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sub InitGL {
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